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Haste - Rapid Mesh Placement Mode

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  • replied
    Originally posted by Xenon2112 View Post
    I would also pay for this to be updated to the current engine version and would be interested in increased functionality (being able to place actors as well).
    @calmasacow @Xenon2112 Here you go https://github.com/Hevedy/haste-plugin-ue4
    Fixed the bug and ported it to the 4.21, should work for 4.21 with a single digit change or without it at all.
    Last edited by Hevedy; 06-19-2019, 02:29 PM.

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  • replied
    I would also pay for this to be updated to the current engine version and would be interested in increased functionality (being able to place actors as well).

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  • replied
    Really would love to see this updated to 4.19 would pay!

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  • replied
    No updates about the problem ? Crash on every project if you have more than 1 plugin :/

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  • replied
    Originally posted by Ali Akbar View Post
    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
    Ever since you created this it has been one of my most used tools. Thank you. Any chance your going to put it up on asset store or update code for current versions?

    -Cheers

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  • replied
    I don't know why but keep crashing to me at start the editor in 4.15

    "Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 633]
    Array index out of bounds: 4 from an array of size 1


    UE4Editor_Core!FDebug::AssertFailed() [engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
    UE4Editor_LevelEditor!SLevelEditor::RefreshEditorModeCommands() [\engine\source\editor\leveleditor\private\sleveleditor.cpp:1320]
    UE4Editor_LevelEditor!SLevelEditor::RestoreContentArea() [\engine\source\editor\leveleditor\private\sleveleditor.cpp:1120]
    UE4Editor_LevelEditor!SLevelEditor::Initialize() [\engine\source\editor\leveleditor\private\sleveleditor.cpp:176]
    UE4Editor_LevelEditor!FLevelEditorModule::SpawnLevelEditor() [\engine\source\editor\leveleditor\private\leveleditor.cpp:169]
    UE4Editor_LevelEditor!TMemberFunctionCaller<FLevelEditorModule,TSharedRef<SDockTab,0> (__cdecl FLevelEditorModule::*)(FSpawnTabArgs const & __ptr64) __ptr64>:perator()<FSpawnTabArgs const & __ptr64>() [\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
    UE4Editor_LevelEditor!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<FLevelEditorModule,TSharedRef<SDockTab,0> (__cdecl FLevelEditorModule::*)(FSpawnTabArgs const & __ptr64) __ptr64>,FSpawnTabArgs const & __ptr64>() [\engine\source\runtime\core\public\delegates\tuple.h:134]
    UE4Editor_LevelEditor!TBaseRawMethodDelegateInstance<0,FLevelEditorModule,TSharedRef<SDockTab,0> __cdecl(FSpawnTabArgs const & __ptr64)>::Execute() [\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:556]
    UE4Editor_Slate!TBaseDelegate<TSharedRef<SDockTab,0>,FSpawnTabArgs const & __ptr64>::Execute() [\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
    UE4Editor_Slate!FTabManager::SpawnTab() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1413]
    UE4Editor_Slate!FTabManager::RestoreArea_Helper() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1272]
    UE4Editor_Slate!FTabManager::RestoreSplitterContent() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1387]
    UE4Editor_Slate!FTabManager::RestoreArea_Helper() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1356]
    UE4Editor_Slate!FTabManager::RestoreArea() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1248]
    UE4Editor_Slate!FTabManager::RestoreFrom() [\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:806]
    UE4Editor_MainFrame!FMainFrameModule::CreateDefaultMainFrame() [\engine\source\editor\mainframe\private\mainframemodule.cpp:209]
    UE4Editor_UnrealEd!EditorInit() [\engine\source\editor\unrealed\private\unrealedglobals.cpp:124]
    UE4Editor!GuardedMain() [\engine\source\runtime\launch\private\launch.cpp:150]
    UE4Editor!GuardedMainWrapper() [\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
    UE4Editor!WinMain() [\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]"

    In a random way some times spawn under the ground the meshes or atleast spawn not from the origin, testing in the vehicle map and some spawn some cm in the bottom and others in the top normal way.
    *Looks like the error only happen with my project in a fresh project work fine, no idea why, fails at add to the tabs the controls I think...
    Last edited by Hevedy; 02-20-2017, 12:06 PM.

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  • replied
    Originally posted by Ali Akbar View Post
    Rules can be defined in blueprints by subclassing HasteTransformLogic and overriding the function TransformObject
    Hi Ali. Could you go into a little more detail on how this works? I've subclassed HasteTransformLogic and overridden TransformObject but I'm not sure how the logic works once I've done that. My initial tests left me with meshes being placed in stupid midair positions, so clearly I've got something wrong. Do you have any documents, videos or examples of the TransformObject logic you could share?

    I also wanted to say thanks for continuing to develop this plugin. I've just started using it and can see it will be a massive time saver.

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  • replied
    Download Version 1.1.3 (with 4.15 support)

    Change Log
    * Support for 4.15
    * Cursor rotation is visible without having to move the mouse. Cursor tracing is now done on every frame, instead of a mouse move event

    [MENTION=3251]Hevedy[/MENTION] I've pushed the latest changes to github. Please try again

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  • replied
    [MENTION=11900]OptimisticMonkey[/MENTION] I just tested it. You are right, it's a bug. I'll fix it

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  • replied
    Originally posted by OptimisticMonkey View Post
    This is really cool - thanks for sharing Ali...

    Minor bug - the mouse-wheel only rotates if you move the mesh at same time.

    Would it be possible to rotate in place without moving the mesh?
    [MENTION=11900]OptimisticMonkey[/MENTION] You need to set your editor viewport to realtime (Ctrl+R). I'll auto set it to realtime mode when you switch to the editor mode tab

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  • replied
    This is really cool - thanks for sharing Ali...

    Minor bug - the mouse-wheel only rotates if you move the mesh at same time.

    Would it be possible to rotate in place without moving the mesh?

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post
    Hey everyone, sorry for the lack of updates. I've uploaded a new version (1.1.2) with 4.14 support for Windows. If you'd like to see this on Mac, I can compile and upload that too
    The 1.1.2 is not in Github ? o_O
    *By the way the update 1.1.2 crash to me in 4.15 and don't say nothing at compile. At run the engine the return crash says something about an array.
    Last edited by Hevedy; 02-15-2017, 07:07 AM.

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  • replied
    Hey everyone, sorry for the lack of updates. I've uploaded a new version (1.1.2) with 4.14 support for Windows. If you'd like to see this on Mac, I can compile and upload that too
    Last edited by Ali Akbar; 02-15-2017, 02:32 AM. Reason: link

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  • replied
    yes very please !!

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  • replied
    Update please

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