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Haste - Rapid Mesh Placement Mode

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    [PLUGIN] Haste - Rapid Mesh Placement Mode

    Increase your productivty with this new editor mode that lets you place meshes anywhere on the map with a single click. The meshes align with the surface they are placed on, so less time spent on the editor's gizmo and more time saved

    Source Code: https://github.com/coderespawn/haste-plugin-ue4

    Binaries: Download 1.1.3 (4.15 support, Windows)

    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


    Video of Haste in action


    Usage

    Enter Haste Edit Mode by selecting the Haste tab in the editor




    2. Select one or more meshes from the content browser that you would like to place on the map




    3. Hover the mouse over the viewport and click to place the mesh




    4. Use the mouse wheel to rotate the mesh cursor
    Last edited by Ali Akbar; 02-19-2017, 09:13 AM. Reason: 4.15 support
    Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

    Get in touch with me on Discord

    #2
    Bro, you're going into beast mode with these plugins! Excellent work!

    Comment


      #3
      Talk about being productive.....Wonderful job Ali.

      Comment


        #4
        @KoldKam, @X.E.R.T. Thanks!

        I've open-sourced the plugin.

        You can grab the code from here: https://github.com/coderespawn/haste-plugin-ue4
        Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

        Get in touch with me on Discord

        Comment


          #5
          Is this 4.8 compatible?

          Comment


            #6
            Should models be prepared with pivot point, like linking pivot point to specific vertex, or this plugin can handle models placement without preparation pivot in 3ds max or other app?

            Comment


              #7
              This looks like something that should be part of UE4. Why not make a pull request? Awesome stuff, I'll be buying your DA for my next project.

              Comment


                #8
                Originally posted by Bino View Post
                This looks like something that should be part of UE4. Why not make a pull request? Awesome stuff, I'll be buying your DA for my next project.
                Thanks! That's a good point. I'll perform some more clean up on this and submit for for review
                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                Get in touch with me on Discord

                Comment


                  #9
                  @Wozner, I'll update the plugin soon with some more features:
                  • A 3D viewport that lets you define a pivot offset for any asset, so you can place it at a desired default transform
                  • Grid Snapping
                  • More stuff that you folks suggest
                  Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                  Get in touch with me on Discord

                  Comment


                    #10
                    Will this be on marketplace?

                    Comment


                      #11
                      This looks amazing! Any chance to turn this into plugin that us coding challenged could use?

                      Comment


                        #12
                        this is so awesome, thanks for making this
                        Co-founder/ Creative Chief at Lost Goblin
                        Current Project - Goblins of Elderstone
                        Follow me @lostgoblin

                        Comment


                          #13
                          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);
                          }
                          Co-founder/ Code Goblin at Lost Goblin
                          Current Project - Goblins of Elderstone
                          Follow me @codergoblin

                          Comment


                            #14
                            [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

                            Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                            Get in touch with me on Discord

                            Comment


                              #15
                              Added Settings window in the Haste Editor Mode's tab. I'll add configuration and other feature access here

                              Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                              Get in touch with me on Discord

                              Comment

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