Blockout Tools Plugin

What’s the engine version? I need to inspect that.

4.25.4, thanks for looking into it.

hello, nice tool, but i can’t change the parameters via BP. I can read all parameters but not set them.

Hello! This is not designed to be manipulated in runtime, only in editor, but you still can do it. Look for Construction Script in blockout elements and call its functions in order in your functions and it should work in theory. Fox example, after you set Box Size you should call “Add Blockout Box” and “Blockout Set Material”.

Thanks Dmitry, maybe you should make a Pro, which will also work in runtime. But cool tool. Please update quickly for uE 4.26

So I tested it with Steam Audio, added Phonon components to blockout and everything seems fine. Did you manage to solve the problem already? If not, please send your crash log here.

I’m on 4.26
I’m having issues compiling this on my build machine. And when I tried to package the plugin out for testing I get a lot of error spam from BlockoutToolsParent.cpp (i believe)

On the build machine while cooking:

13:49:42 LogModuleManager: Warning: ModuleManager: Unable to load module ‘BlockoutToolsPlugin’ - 0 instances of that module name found.
13:49:42 Message dialog closed, result: Ok, title: Message, text: Plugin ‘BlockoutToolsPlugin’ failed to load because module ‘BlockoutToolsPlugin’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

While packaging the plugin:

[2020.12.11-21.11.46:107][971]UATHelper: Package Plugin Task (Windows): C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\INCLUDE\xxatomic(563): error C4800: Implicit conversion from ‘int’ to bool. Possible information loss
[2020.12.11-21.11.46:107][971]UATHelper: Package Plugin Task (Windows): C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\INCLUDE\xxatomic(563): note: consider using explicit cast or comparison to 0 to avoid this warning

Hi! Awesome plugin; it really helped me create a demo area super quick.

I’m trying to package for Linux on a Windows machine and I get the following error:


UATHelper: Packaging (Linux): ERROR: Missing precompiled manifest for 'BlockoutToolsPlugin'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in BlockoutToolsPlugin.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'BlockoutToolsPlugin'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in BlockoutToolsPlugin.build.cs to override.

FWIW I have the same error with my own released plugin, and I’m not sure yet what the solution is. The quick workaround is to just copy the plugin into my project’s plugins. I tried adding the PrecompileForTargets = PrecompileTargetsType.Any; line to BlockoutToolsPlugin.build.cs:10, but that didn’t work for me

Hey. I usually run some test game builds with my plugins to see if everything is ok and 4.26 is no different - I can package the game with the plugin just fine. But I use primarily VS Community 2019 though, maybe that’s the problem or you may be missing some libraries or SDKs. And I also have VS2017 installed. Please check if that’s the case.

Hmm, I never tried that to package a game with a plugin from Win to Linux… So did that workaround work for you?

The workaround to copy it as a project plugin did work, but it’d be nice to not have to do it in the long run.

Hi Dmitry,

Any chance we can get tiling options for a custom material? Would be amazing if a custom material tiled the same way as the blockout grid.

Well, yeah… my guess is that it’s currently the only way to package projects for Linux.

Hello! Blockouts are coming with an example of a custom material named “M_BlockoutTools_Custom” and one material instance of it called “MI_BlockoutTools_Custom”. The important part is inside - there’s a function “MF_Blockout_Triplanar” that does the main job. You either can copy that material to customize it for yourself or you can just create material instances of a “M_BlockoutTools_Custom”.

Blockout Tools now has proper documentation. It’s not very detailed, imo there’s no need to, so it just covers the important stuff - how to get it running etc. But still let me know guys if it maybe lacking something important to you.

I think I managed to mess up my Steam Audio settings somehow, it works fine if I create a new project.

By the way, is there any chance of getting a subtractive mode? Would be extremely helpful for making doors and windows.

Small 1.41 update is now available!

Features:

  • New Blockout_Corner_Ramp
  • Updated Blockout_Tube (you can set custom angle now)
  • Improved blockout updating speed (faster MID creation & assigning)

Is there a way you could fix it so that if you go full dynamic shadows without static shadows that everything still casts shadows properly? The cubes and solid cylinder I notice do this at the very least, but the tube and curved stairs I have in the level are not casting anything… Not consistent. I have a cylinder pillar with curved stairs going around it several high and a tube wrapped around them. The middle cylinder is casting a shadow through them all, but the stairs and tube do not cast anything at all…

Hey, how did you turn off static shadows in your project exactly? Asking because when I turn off “Allow Static Lighting” in Project Settings, everything still casts dynamic shadows just as it should.

did u remove the inner option ? can’t find it

Believe I found it in the project setting rendering section. “Allow Static Lighting” checkbox.

That is what I used.