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[Feature Request] Stuff I miss from Unity

Me haz glue code!
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Can be used both at editing time or PIE, supports Undo system:

DeactivatorUndo

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Oh, wow! interesting. Thanks for the sharing and I’ll give it a try.
Cheers!

UPDATE:
I just gave it a try in UE4. Deactivate seems to work but Activate didn’t work.
Besides, it’s hard to know whether the actor is activated or not from the WorldOutliner and also we should be able to activate/deactivate a folder and its children.
Anyway, I appreciate your efforts and it seems feasible and I hope Epic will implement it into the Editor properly in the near future.
Thanks.

I did not use this on Unreal 4.
What happens when click “Activate” there?

I also miss the fact that you don’t constantly have Hot Reload issues & having to “restart the editor” is not a solution to most problems. :slight_smile:

Pressing Deactivate will deactivate the actor fine. And Pressing Activate unhides the actor however, it doesn’t move. My test actor looks like this.
image

And a strange thing is, pressing Activate on an actor without pressing Deactivate first, will break the actor; the actor will not move as if it’s deactivated.

I think Activate and Deactivate need more sophisticated control, remembering, and restoring states.

Thanks.

I often forget that I have to notify the Rendering thread after a renderer property of an Actor have been modified.
The function also was improved a bit, will check “state” of the actor before modify.

This one should work now on your version of Unreal 4:

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Hi, Bruno, I just gave it a try, but unfortunately, it didn’t work. Activating did not turn on the visibility of the children components. I guess it’s pretty close and I’ll probably be able to study the code and fix it myself. I really appreciate it. I wouldn’t know where to begin if weren’t for your help.

In the meantime, I guess it’s easier said than done but it will be much easier to use if…

  1. It would be convenient to Activate/Deactivate multiple actors or on a folder for convenience.
  2. There should be some sort of visual feedback on the world outliner that the actor is deactivated.

Anyway, it’s a great utility and it should be part of the default UE. In my opinion, it is a simple change but very useful. Right now, to Deactivate, we have to Deactivate the Actor and all its children components but in my opinion, deactivating the Actor should implicitly deactivate all its children without explicitly deactivating. It will make Activate/Deactivate much easier. But I guess this will require an additional flag on an Actor and it is something only Epic can do.

Cheers!

In code I cast to UPrimitiveComponent class.

Maybe it didn’t work on your actor because should cast to USceneComponent instead.

You forgot, We can not edit terrain at run-time in Unreal engine, In unity it’s a piece of cake.

I really wanted to have in-game editor where people can sculpt terrains but Epic never listened I hope one day we could have that feature. Using voxels is an overkill.

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+1 … I don’t get the whole deactivate actor frustration versus literally engine destroying gotchas like ^this^. Unity has had this feature for what - a decade or more? Overall landscapes / terrain in UE don’t get much love. So its best to avoid them 100% if you can.

This has to be the most requested feature ever. :wink: The talented @UnrealEverything even had this working in UDK! But Epic continue to just ignore it like its radioactive. Why??? :radioactive:

Lack of this feature honestly puts me to shame in front of my peers who use unity, they see me as a madman for still sticking with Unreal. It’s not a difficult feature to add for Epic even Cryengine had run-time terrain deformation so does lumberyard/O3DE (it’s pretty performance hungry in Cry and Lumberyard but it’s there and that is what matters).

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Not sure those switching to Unreal really see its true strengths vs true weaknesses, despite 100’s of Unity vs Unreal threads (if so that’s amazing). Is it because people just see what they want to see? Maybe… As the Landscape topic definitely needs more light shone on it. But haven’t seen any high-profile engine-comparison articles in the media in a while? :wink:

I don’t really miss Unity a lot. The bigest flaw Unreal has is the content folder, users can’t make cleanup and place asset in separate folder in content folder without screwing everything or make unreal crashing. I use to buy a lot of media on marketplace and it’s a pain to have all them in content folder. Another thing, Unreal don’t have C# support, why they don’t create a bridge that will convert C# code to C++. I know that some people use some alternative but I would like to see Epic natively include this.

Wow someone remembers that :astonished:
Due to the lack of native code access back then it was more of a proof of concept or tech demo rather than being a production-ready tool. To a certain degree it was just meant to show that it was possible with a lot of unrealscript and material magic working together.
Before the Landmass and Water plugins came around the corner for UE4 I was kinda optimistic that maybe something would change with UE5. But seeing how much love these plugins got from Epic I doubt they are just going to replace Landscape. At this point the options are either wait for UEX, use a marketplace asset or roll your own implementation (if you don’t want to use a different engine).

I think the biggest problem is getting Epic involved with the community. Although I see many Epic videos, it seems nothing has changed regarding the community support from UE3 days where Epic just left things to users to help themselves. I hope I’m wrong.

I’m curious, is that actually any different with Unity?

Back when UE4 just came out Epic Devs would sometimes respond to threads. It felt already pretty rare back then but these days that never happens anymore (at least that I’m aware of). These days we get to see nothing but community managers (no offence). Maybe there should be some general Q&A streams as well every now and then so that all these off-topic questions from the regular streams also have a place to live in. Even with pull requests on GitHub or issues on the issue tracker it feels like you don’t really know what Epic thinks about them. One of my pull requests just celebrated two years of sitting around with no change or comment (and there still are no merge conflicts). I have no idea why it wasn’t accepted or merged yet, I can only guess that it’s super low priority.

Well, Unity has much more sub-forums and there is at least one community manager constantly answering questions and I often see direct involvement of the actual dev. Community managers are there to relay the messages to the dev and often invites the dev to answer. I can’t say they are doing adequate jobs to all forums but it’s more than we can ask them for.

One other problems with Epic forum is that, compare to Unity, it’s not granular enough. There are so many random topics in a single forum and it’s not easy to follow. Therefore I don’t really enjoy spending time in the forum. Epic should learn a thing or two from Unity. They are miles better in that regards. If Epic makes the forum a more enjoyable place to spend time, users will be a bit nicer to each other. I feel that Epic forum is bit more toxic than Unity’s overall.

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Yes, I made some tweaks and now the button affects all selected actors.
Also I changed casting from UPrimitiveComponents to USceneComponents:


** ( I am insisting on this because I need it too! )

Considering they actually reply within a couple days to your requests on just about anything - from actual developers who more than likely do what you do instead of knowing next to nothing about programming or the engine like for the folks that are forced to deal with bugs in the few times they responded prior to the last year…
Let’s just say Yes. It’s a lot different, even if I don’t like that particular engine.

It still exists after the last update.

There, I fixed your statement :wink:

@BrUnO_XaVIeR
Perhaps its not as easy to use/set up, but I usually spawn all the actors from place holders, so there’s a list the game goes down and only spawns what the list tells it to.
This was done to keep dead characters dead. but it expands nicely into disabling stuff for testing.

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Thanks for the update again.
Yeah, Deactivate/Activate works perfectly.

FYI, multiple Actor Deactivate works but Multiple Actor Activate doesn’t work yet; it makes all actors visible again but they won’t move. I suppose it matters what kind of components we have and there could be many corner cases. ^^

Cheers!