(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Victory Instanced Static Mesh Editor 4.13

Dear Community,

By popular request I’ve finally restored the Victory ISM Editor functionality in my vertex snap plugin!

I provide you here with an entire project that you can use to understand the setup:

Media Fire ~ Entire functional UE4 Project for 4.13
https://www.mediafire.com/?21nsv6zrlxdp35f

Overview Of Victory ISM Editor With Videos

The 4.13 Implementation
Basically my Victory ISM editor has to use a C++ based instanced static mesh actor in order to work correctly, as BP-added ISM components dont survive serialization for some reason, but my C++ class does, which is called VictoryISM.

The VictoryISM class is set in project settings -> Victory Ed Engine :slight_smile:

You also have to set in your DefaultEngine.ini that you want to use VictoryEdEngine your extended UnrealEdEngine class

Controls
Select a bunch of static mesh actors, and press I in order to merge them, press SHIFT + I to separate them again for editing.

Undo/Redo
My merging process works with undo/redo of UE4 :slight_smile:

Packaging
My Victory Plugin is included as a runtime plugin that contains the VictoryISM class that will package with the game so that your levels will have the VictoryISM actors in them after packaging.

I had to do it way because the Victory Ed Engine plugin is an editor only plugin and wont package, so I can’t put the special C++ VictoryISM actor class in the editor only plugin because that class would not be found in packaged games.

You can use any recent version of my Victory Plugin with setup, I dont plan to change the VictoryISM class any soon :slight_smile:

:heart:

Videos

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