Default Wall Size?

POP <— that’s the sound of my mind being blown. :smiley:

I have UE 4.8.1. I was creating the blueprints but I can’t get the “Scale Mesh” function to display correctly in the “Make Simple” function. It didn’t display the “f” icon next to “Scale Mesh”. How can I fix the problem?

Where did you implement the “ScaleMesh” function?

I put it in a BP function library:

And in any blueprint, it shows up in the context menu under the “class” category:

You dont see it there? :confused:

I can’t get the blueprint to work. After placing the Smart Brush BP in the scene, nothing happens to the cube after trying to change the values in the Details window. Is it possible for you to upload the BP to a website so that people can download it?

Wow, amazing work Klaus! Very nice…

Thanks :smiley:

Can you show me some screenshots of your setup?
Do the other things work, like displaying the alternative material on override?

If everything else fails, I can do it :slight_smile: But lets work on your implementation first.
Its important to find out why yours isnt working. This way you wont nake that mistake in future blueprints of your own… :slight_smile:





How did you create the cube and material? I can move the cube but I can’t do anything to it. I must have made a mistake creating the blueprints.

The graphs look basically ok.
How does it look in the viewport?
You said you can move the mesh there, can you also use the material overrie? Does it change appearance?

When you select an instance of the BP from the level in the BP editor for debugging, does the graph execute completetly?

I created them in 3dsMax, unwrapped them and exported them as FBX. The origin of the meshes is their center.

The material rather simple.
The master material looks like this:


And for the instances you can just make changes…

So, Im also curious to find out what is not going right in your BPs.
Keep me updated :slight_smile:



The stairs work but not the “Make Series” function. Did I make a mistake?

In your screenshot, the series is not displayed, because you have the “UseSimple” field ticked.
This causes the “Brush” to be used. The brush dimensions 10x10x10 look kind of right (hard to tell in the viewport).
If you had the “Native Dims” ticked, the brush would have the native size of the mesh and the dimension values ignored.
You should see the series if you untick “UseSimple”. Not using the “simple” means using the “Series”.


The stairs look good :slight_smile:
Did you also test the “solid” version ?

Please check the SmartBrush blueprint for me.

No problem :slight_smile:

I just need all related assets as well…

So just include the parent class, the structures, enumerators and materials…
They might me identical in setup, but UE4 might still see them as “different”…

I can’t upload ZIP files larger than about 100 KB into this forum.

You can use one of these. (You dont need to setup an account there):


Here it is:

I have downloaded it, but I cant look into it until later today.
So stay tuned for an update :slight_smile:

And here it is:

When I checked your BPs, I found the execution node of the MakeSeries function not connected to the for loop.
Thats why the series was not showing. it never executed the loop :rolleyes:


After connecting that, it works like a charm :slight_smile:


Its strange because in your screenshots, the node is connected. Maybe it became severd during some emergengy BP graph surgery :smiley:
The best way to track these kind of errors is debugging.
If you select the instance in the level in the BP editor, you can see the execution wires firing, or not, as in this case…


So, once you hook up the missing wire, it should work :slight_smile:

Thank you very much for helping me fix the problem. It was hard for me to set up blueprints with all of the wires going all over the place.

Can each SmartBrush have its own alternate material instance?

Yes, absolutely. Just change the material instance in the details panel.
Within a series array, each series definition can also have its own.
So if you make a pedestal with a pillar on top and a ceiling element above it, then you can give each element its own material.
Only the series itself has always the same material as its using the same brush definition for its instances.

If you make three columns, then all the cylinders will have the same material, but the base can be different…
The “global” material override value from the parent will affect all meshes for all series…: