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Haste - Rapid Mesh Placement Mode
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Peter Shoferistov repliedThis 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?
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jul_lef replied -
stucki repliedand 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 !!
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stucki repliedthx 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
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Ali Akbar repliedThank you [MENTION=552]Rama[/MENTION]
Your tutorials were very helpful when I was learning UE4 C++
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Rama repliedThis is great!
Thank you for sharing with the us all [MENTION=28980]Ali Akbar[/MENTION] !
Rama
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Ali Akbar repliedI've added a flag to enable/disable mouse wheel rotation of meshes
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Harcarik repliedOriginally 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
This very cool idea, i recomend trying to everyone who spends time placing meshes in the environment.
Thanks!
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Ali Akbar repliedWhen 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
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Ali Akbar repliedAdded Settings window in the Haste Editor Mode's tab. I'll add configuration and other feature access here
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VorGhan repliedGreat 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); }
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