HammUEr, a Hammer/Worldcraft map importer for Unreal Engine

I have a question about this tool because i might buy it but the main question for me is can i import those mesh or at least world that i create in unreal engine 4 and use it for commercial purposes which i mean selling game would i have any trouble with like using hammer and the tool together?

I know this was asked months ago, but here’s an answer if you still need it.

Somewhere in this thread, somebody emailed Gabe Newell himself about this and Gabe replied and said he didn’t care. As long as you use your own textures and models you should be fine. This just takes the BSP brushes and converts them into meshes. Hope that’s helpful!

Is there a build for 4.22 available?

Can we get an updated source code dump for 1.19?

The source dump seems to lag behind the binary dump. Any way for those of us who paid to get access to the VCS depot?

Thanks.

@JoeWintergreen

Do you happen to know why would HammUEr (source build or pre-built binary, tried with 4.19.2 and 4.22.3) not generate materials for Quake 1 and Doom 3 maps ? I was messing with it last night and while 2 folders (Materials and Textures) are created by HammUEr, Materials folder has a few empty subfolders and Textures folder is full with properly imported textures.

@ Same question basically, in case you are around :o

Part of the map is not imported and question marks are used instead of some objects. All textures and prop from the map are available, I tried to reimport textures and props in hammuer but it did not help.I use Unreal Engine 19 and Hammuer for this version

This is awesome. Nostalgia inbound (utilising my boredom!)

your hammuer is FANTASTIC …
it is a kind of tool i ve been searching for a long time… sadly i am not very “used” to map… i prefer writing stories…or “rewriting them”
i mean i made a mix of maps from doom3 roe to make the story more slowly gaining in intensity… i also want to add monsters in maps some coming from prey or quake4… ]
you seem to be the right team-mate for that job…
i also recently made an extended half-life using maps from well known others mods…so now it is a 180 maps game… sadly that does not interest gearbox nor valve…
may be you and the dude that made project lambda can make the mapping jobs ?
i would prefer to use unreal 4 because it is very stable and has its no-stop- for loading next-map “technique”
plus its cuda support and others good things inside… i mean cuda or else is hard to program but "imagination can use these tools easily " mine at last ;'] ]
of course i am ready to “sell these releases” for a little amount like $10 per game for the ported one … and free for the one using the original engine… i search people able to make the dlls for my games to become mods…] that we can use for testing and advertising…
i ll read more your links and hope you will show more your results using doom3/roe or hl maps … i mean also decompiled maps… do you know some good one… ? i am testing winbsp …and found it not very graphical… i am not against the “protection rights” but copying some parts or books is an old long term human things… like with the story of jesus…for example… ]
have a nice 2020 my friend

Hey, guys!
I have problems with importing CSGO maps into UE4.
I have last HammUEr version and UE4 4.23.1 verison.
When im trying to import models in “PropUEr” tab - its says “done with XXXX errors.”
Also when im trying to open map in first Tab of HammUEr - its just… not react. I mean, i have loading bar and info about “Loading models” but when this proccess is done - I have empty list.
Any idea, how to fix it?
Thanks.

If you are just using CS:GO maps, then perhaps use BSPSource - Valve Developer Community that Valve recommend.

Then, import into 3D MAX using WallWorm (VMF), and export via datasmith=>UE 4.23 import.

Depending on the map and entity depth, you may need 32-64 GB of RAM to complete, but it will work.

I’m on 4.25.0 release from source, trying to build a new project with the most recent “April Tools” version of HammUEr gives me this error:


/Plugins/HammUEr/Source/HammUEr/Private/SHammerTextUErWidget.cpp(2766):
error C2664: 'bool IImageWrapper::GetRaw(const ERGBFormat,int32,TArray<uint8,FDefaultAllocator> &)':
cannot convert argument 3 from 'const TArray<uint8,FDefaultAllocator> *' to 'TArray<uint8,FDefaultAllocator64> &'

It’s also complaining: “no instance of overloaded function that matches the argument list” which is just a restatement of the error.

SHammerTextUErWidget.cpp line 2765-2767:


const TArray<uint8>* uncompressedRGBA;
if (imageWrapperToUse->GetRaw(ERGBFormat::RGBA, 8, uncompressedRGBA))
{

Is anyone else running this plugin on UE compiled from release source? Does this error not occur running UE4.24 from source? It doesn’t seem like something caused by an UE version change

Hey @quick.save
I had a same Error when I upgrade my plugin to 4.25.
You can try use TArray<uint8> unompressedRGBA instead of const TArray<uint8>*

Looks like this thread is dead sadly. I am getting crashed in 4.25 whenever I reimport a map. First import works fine but second import crashes. This is kind of a hassle since I’m having to create a new map every time I make changes to a map and have to replace all of my lights/props/actors

Hammuer 2.2 for unreal 4.27 the configuer tab is not working… most of the information is missing. Any ideas?

Thought I’d follow up that the latest release for Unreal Engine 5.4.1 gave the error ‘Plugin HammUEr failed to load, because module HammUEr could not be loaded’, and it seems to be a common issue.
It was working well for all 5.3.x versions. However, I’ve tried with UE 5.4.1, 5.4.2, and now 5.4.4 to no avail.
It’s an excellent plugin that I appreciate, and have a good workflow with NetRadiant-custom, but unfortunately cannot use it until there is a solution.
Any Intel on how to fix would be much appreciated. It certainly isn’t an installation error, unless there is a new dependency that was not documented.