Instance Tool - Editing instances directly in editor viewport

Hi DonFrag, the workflow of using spline to spawn instances would be:

https://i.imgur.com/KTrUtVc.jpg

1. Convert the mesh you want to instancing on spline to HISM or ISM

https://i.imgur.com/5NDuLfu.jpg

2. Select an actor with spline component

https://i.imgur.com/5Izz1aS.jpg

3. Click “Spawn Instances” button to spawn instances on selected spline points.

thank you!
any chances of have something llike splinne mesh component. i know that you cannot bend ISM, but i believed that spline would locate every mesh side by side by extending the spline

Good morning,

Any prevision of when you have planned to update to the latest released engine 4.19?

Thank you in advance.

@ComeOverG

Instance Tool 4.19 update is now live on itch.io. I’ve submitted 4.19 update to marketplace, hopefully it will go live soon.

Thank you!

Hi all, so I used this plugin to basically select all the objects in my 6000 objects scene, and we brought it down to about 1500 ISMA. Unfortunately about 800 of the remaining ISMA have only 1 instance in them, which actually adds needless calculation. Anyone know if there’s a way to either only convert actors if there’s at least 2 of them, or convert ISMA back to static mesh actors if there’s only one?

Thanks very much!

@iBrews

I’m adding a “Minimum Num Converted Instances” option in next update so you can customize minimum instances needed to be converted into HISMA/ISMA.

I’ve just submitted a fix for UE-17458 (Unreal Engine Issues and Bug Tracker (UE-17458))

Pull Request here: https://github.com/EpicGames/UnrealEngine/pull/4584

Fixing UE-17458 bug - YouTube](Unreal Engine Issues and Bug Tracker (UE-17458))

With the fix, there’s a new “Use Full Precision Instance Stream” option in ISMC detail panel (Advance Property), by checking this option on, full precision vertex array will be used instead of half float. (To solve the seam issue between instances due to lack of precision)

AWESOME. Can’t wait :smiley:

Hi Nate, I’m having a problem with LODs when using your tool. Once converted to a ISMA the LODs do not work as setup in the mesh. To do testing I converted a cluster of rocks to ISMA and left one of them in the front unconverted. The unconverted mesh is well past it’s 5th LOD before any of the other converted mesh even hits LOD 1. I am unsure if I am doing something wrong or not. I have gone over the tool over and over again to see if there is something I am missing. My draw calls are lower but my FPS changes significantly when I hide or show the converted mesh. I am talking 10 FPS drop. Any help would be appreciated.

hi nate!

i ´m using ue4.19.2 and i just bought your plugin"instance tool" and i got a huge problem with it:

  • i took my hierarchy meshes and converted them into "actors (hisma).
  • Those actors are shown in my viewport
  • but when i duplicate these actors, they are invisible in my viewport…
    and thats not so good :wink:

what can i do to fix this problem?

thanks for an answer!

greetz
loopon

@loopon, you can try duplicate those actors when Instance Tool is open. (When you duplicating HISMA in normal editor mode, the instances won’t be duplicated but only actor itself get duplicated)

Hi @SuperSwide, sorry for late reply. The material used by the ISMA should has the “Use with Instanced Static Mesh” option checked otherwise the LODs might not working properly.

Instance Tool 1.2.6 update with 4.20 support is now live on both itch.io and Unreal marketplace.

Change Log:

version 4.20 crashes on deleting an instance of a HISMA after I save it as a BP in content folder

Hi @saeedc, I can reproduce the crash, working on a fix now.

Hi Nate, the materials on the rock clusters are instanced from a master material. That master material was set to use with instanced static mesh. I don’t think that is the issue. Is anyone else having the same problem as me?

Instance Tool 1.2.7 is now live on both itch.io and unreal marketplace.

Change Log:

@saeedc please let me know if you still experience crash when editing instances inside blueprint

@SuperSwide can you send me a test project with the problematic mesh if possible?

Hi Nate

I can make IT work if I manually create a instanced mesh, but it wont convert a static mesh to an instance, like it say on page 1 of the guide.

I select the actor in the viewport, switch to IT and click the ‘convert to instances’ button, and the plugin just says ‘0 actors have been converted to 0 instances of 0 actors!’.

Any ideas?

Thanks :slight_smile:

Dear Nate

Please see the attached steps, I can’t get it to convert a mesh to an instance…

Thank you!