Inu Games - Modular Snap System Runtime

Cool! I’m happy it has disappeared! It was probably some bug with the 25.3 because I tested when 25.0 was released and didn’t seen anything strange.

Hi, i bought MSSR, it’s very great as a plugin. Is the MSS bundle blueprint in the MSSR plugin? I am really interested in this blueprint.

Hi, sorry I don’t understand your question, what do you mean “MSS bundle blueprint” ?

the blueprint you use in the video

I understand now. It wasn’t really a blueprint, and unfortunately I never managed to finish it.

it looks functional though, too bad. It’s a feature that I would have liked

First of all I want to thank you for this great plugin!

I have question about editing Snap Settings. I would like to use “Snap Open Only” and “Open Check Radius”.

In my case I have multiple + sockets close each other (5cm) and I want attach only items with **- socket **to those.
When I use Snap Open Only setting and set Open Check radius, plugin will also count **+ sockets **to this check so plugin thinks socket is already taken even if I don’t have any item attached with - socket.

So how can I edit “Open check” to count only opposite pole sockets?
Is it possible to change preview color (for example) from green to red when you are trying to attach item to closed socket?

Hi, thank you! “Open Only” mode doesn’t take target sockets into account, it will simply make a sphere trace in front of the source socket to see if there is any obstacle (anything overlapping the sphere), and the radius parameter is the radius of that sphere. So, for your problem, maybe you can try to modify the collision of your meshes to take that into account?

In fact, what I said above is not totally correct, sorry. The “snap open” mode will make a sphere trace in front of both potential source and target sockets. And it will discard sockets that have something in front of them. But it only checks for collision, it doesn’t look if there is another socket inside the trace.

Hello, I bought the MSSR plugin and I was wondering how I go about using the physic handle to combine the mesh’s. I watched the YouTube clips and downloaded the example but I do not get how to make them a single object when the snap happens with the physics handle.
(example)The basic idea is I have a bunch of Lego blocks that can snap to each other on and off then I want to be able 3D print them as a whole.
How would I go about it?
Would I change the snap settings or spawn all of them in the same positions but in a new location with new snap settings?

You mean, you want to make a single static mesh? Maybe you can use procedural meshes? I never used this so I don’t really know how it works.

Thank you, and sorry I wasn’t clear enough, what I meant is how do I get them to act as one unit like in the examples for physic handles and the mini game; when they snap together I can drag the cube snapped to the cube around with out it coming off. Is that a snap setting thing, or a input thing where snapping the cubes together is not the same as grabbing them?
I followed the physics handle video where I can grab the objects but they lost the ability to snap to each other, but I still get the preview mesh to show up.

Ah okay, I see. In those examples meshes are “weld” to each other, this is something UE4 has for physics objects. When you attach one cube to another there is a flag “weld simulated bodies” on the “attach actor to actor” blueprint node. It will take collision primitives from child object and merge them into parent, so it becomes one object for the physics engine.
You can look how the physics handle character is made, in the event graph you will find those things. If you need something similar I recommend you start from this character and add you stuff, or you copy the attach/detach parts you need to your character.

Hello again,
I got questions about spawning meshes with the the mssr plugin.
If i wanted to spawn them and have then connected/snapped to each other is there a way? i.e.(two cubes that get spawned close to each other then connect or down right connect on spawn)
Is is possible to spawn a group of connected meshes? i.e(i got two cubes connected can I respawn/spawn them both in another location still connected)
Thank you

Hi, the plugin requires an actor which is already in the level to search for snap points, so you can’t search before you spawn it. A workaround is to spawn it invisible, search for spawn points then if found move it there and make it visible.

Hello,

Good day, I am back with a question about Make Snapsocket node.
I can not seem to get the newly made socket to work.
Is there something I have to do after to connect the socket or…?
I made sure to test to make sure the socket is formed using tick and debug draw coordinate system at the location of the new snap socket.
I have it spawn with a procedural mesh made basic shape for testing purposes.
Another question is how would I go about changing setting up the previews for it to use/register a procedural mesh?
This mesh I am making works when I grab it but not so much when I hover over a normal static mesh that functions properly with the Snap Sockets.

Thank you again.

Hello jeathvader

“Make snapsocket” node doesn’t create a socket, it just creates a struct used to describe sockets. Normally those structs are used to describe sockets found on meshes. There is nothing in MSSR plugin that creates new sockets, the plugin can just search for existing ones. It means that if you are making meshes at runtime, you need to create sockets yourself by some other mean.

Actually I don’t really use procedural meshes, I don’t know if it’s possible to add sockets to them. Isn’t there some API for that already?

UE5 Compatibility update

UE5 is here but the marketplace doesn’t support it yet (normally only stable versions are supported, no preview or early access).

I made a UE5 compatible version but there is no way for me to upload it. So instead I uploaded an update to 4.26 version which will work with UE5 too, but you need to compile it yourself as a project plugin.

Be aware that UE5 is early access and things can change or break, no warranty! Don’t use for production!

The update changes nothing except adding the ue5 compatibility. Nanite meshes are supported too because the plugin sees them as regular static meshes. You need to define the sockets and the collision, as usual.

Problems:

  • UE5 switched to Chaos physics by default, which are not yet as good as PhysX. Because of that physics based examples will not always work correctly. Most of problems occur when attaching/detaching meshes. Also it feels much less responsive. UE5 Chaos is already working better than previous versions, there’s hope it’s fixed soon.
  • Nanite meshes don’t support translucent materials, that’s why the preview of a nanite mesh will be gray. You can setup your own material by using SetPreviewMaterial on the preview actor.

How to compile the plugin for UE5

  1. Make sure you have a recent version of Visual Studio 2019 (v16.4 or greater)! UE5 will not work with older versions. Docs
  2. Install the plugin for UE4.26 (I only modified 4.26 version of the plugin , not older versions), the version of the plugin should be 1.1.4
  3. In your project folder create a folder called “Plugins”
  4. Go to C:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Marketplace and copy the folder called “MSSR” into “<Your Project>/Plugins” folder you just created. That’s the source of the plugin. So now you have “<Your Project>/Plugins/MSSR”
  5. To be sure that nothing 4.26 related remains in the plugin go to “<Your Project>/Plugins/MSSR” and delete “Binaries” and “Intermediate” folders.
  6. Edit “<Your Project>/Plugins/MSSR/MSSR.uplugin” (it’s a text file) and replace the line

“EngineVersion”: “4.26.0”,

by

“EngineVersion”: “5.0.0”,

  1. Now launch your project. There will be a popup saying “The following modules are missing or built with a different engine version … Would you like to rebuild them now?” Answer “Yes”.
    At this moment the Unreal will launch the Visual studio and try to compile the plugin.

If everything works the project will open and you will have the plugin working. To be sure, open the “Plugins” window and check it’s there and enabled.

After 2 years I finally got around to building my VR game with this plugin. It’s coming along fast and should be in early access on steam soon (whoo!)

I have a couple feature requests for the plugin if possible.

  1. When snapping, can you add a check to see if the current mesh would be intersecting another mesh, and if so not allow the snap to occur? Some of my objects have multiple snap points which have the potential to have parts intersecting each other when snapped.

  2. When snapping, can it be possible to snap multiple objects together in one go? Currently you can only attach one object at a time. For instance, I have a rectangle and 2 cubes. When I grab the rectangle I can place it on top of the 2 cubes and have the rectangle snap to both cubes at once.

Thanks for the awesome plugin!

Also I’m still running v4.23… should I update my engine?

I’m testing the plugin out using this:

But for some reason my static meshes wont snap.

I’m trying to snap them on te doorways at the bottom: