Announcement

Collapse
No announcement yet.

Haste - Rapid Mesh Placement Mode

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    This plugin looks awesome and very promising, but I ran into the same problem on 4.14. [MENTION=28980]Ali Akbar[/MENTION], is there any chance to get updated binaries?

    Leave a comment:


  • replied
    Hi

    I would like to test your tool but 4.13.1 give me an error.

    Click image for larger version

Name:	2016-10-23 16_05_36-Message.jpg
Views:	1
Size:	59.8 KB
ID:	1117062

    Can someone help me
    Thanks

    Leave a comment:


  • replied
    and its not working on all static meshes.
    On some i can place the objects on some i cant.
    Is there anything i need to know about it ?

    Man i so love this already ;-) please keep it going on !!

    Leave a comment:


  • replied
    thx very much, makes placing things into a scene much more fun and really saves much time !!
    only problem i have is rotating the mesh only works for me when i also move the mesh.
    when i stay in place with the mesh, i cant get to rotate the mesh via mousewheel ....
    any chance to fix this ?

    kind regards
    stucki

    Leave a comment:


  • replied
    Thank you [MENTION=552]Rama[/MENTION]

    Your tutorials were very helpful when I was learning UE4 C++

    Leave a comment:


  • replied
    This is great!

    Thank you for sharing with the us all [MENTION=28980]Ali Akbar[/MENTION] !



    Rama

    Leave a comment:


  • replied
    Uploaded a new build 1.1.1. Download link is in the first post

    Leave a comment:


  • replied
    I've added a flag to enable/disable mouse wheel rotation of meshes

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post

    If you use the binaries, just create a "Plugins" folder in your game's root directory and drop in the Haste folder from the downloaded archive
    You are the best!
    This very cool idea, i recomend trying to everyone who spends time placing meshes in the environment.
    Thanks!

    Leave a comment:


  • replied
    I've uploaded a binary build that works with 4.12 (tested with 4.12.2)

    Download link in first post
    Last edited by Ali Akbar; 07-11-2016, 06:34 AM.

    Leave a comment:


  • replied
    When placing a mesh on the scene, you can now define rules on how they would be transformed.



    Rules can be defined in blueprints by subclassing HasteTransformLogic and overriding the function TransformObject

    I'll post more info on this later

    Leave a comment:


  • replied
    Added Settings window in the Haste Editor Mode's tab. I'll add configuration and other feature access here

    Leave a comment:


  • replied
    [MENTION=29251]VorGhan[/MENTION] Thank you for the suggestion. I've added your changes and updated the authors file with your name. Let me know if you need it customized

    Also fixed breaking changes to make it work with 4.12

    Leave a comment:


  • replied
    Great plugin thank you. For us it is important to have identifiable names within the world outliner of the editor so I have added the following line to the FedModeHaste::HandleClick function, thought it might be useful to others.

    Code:
    bool FEdModeHaste::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click)
    {
    	if (ActiveBrushMesh && !bMeshRotating) {
    		AStaticMeshActor* MeshActor = GetWorld()->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass());
    		///
    		/// @note [vaughan.sanders] Rename the display name of the new actor in the editor to 
    		///	reflect the mesh that is being created from.
    		///
    		FActorLabelUtilities::SetActorLabelUnique(MeshActor, ActiveBrushMesh->GetName());
    		///
    		MeshActor->GetStaticMeshComponent()->StaticMesh = ActiveBrushMesh;
    		MeshActor->ReregisterAllComponents();
    		FTransform Transform(BrushRotation, BrushLocation, BrushScale);
    		MeshActor->SetActorTransform(Transform);
    
    		// Switch to another mesh from the list
    		ResetBrushMesh();
    	}
    
    	return FEdMode::HandleClick(InViewportClient, HitProxy, Click);
    }

    Leave a comment:


  • replied
    this is so awesome, thanks for making this

    Leave a comment:

Working...
X