Inu Games - Modular Snap System Runtime

Hi, I’m not really sure what’s the problem. You can see which actor it’s colliding with, maybe that helps to understand what’s wrong

It collides with other actors, for example the surface of the earth, in the last photo it collides with an already attached module. When the cube has sockets on each side and it is turned in different directions, it connects, but when there is only one socket, it does not.

I don’t really understand, if it’s really collides with something then it shouldn’t snap, isn’t it? That’s what you try to do? Or maybe there are objects it should ignore for collision?

Snap everything works correctly, but for some reason “component overlap actors” or “component overlap components” thinks there is a collision. I cannot understand why this is so))

Hello @ and thank you for this great plugin… Although I’m currently getting a serious problem with it. I have a building system with multiple build pieces, but when I try snapping, unless my “Floor” is placed it will not snap to anything else. If I try to spawn any other piece before the floor it will return false and don’t snap to anything… Can you help me ? Thank you very much

Hi, I’m not sure I understand. Did you started from one of the example projects? Did you add sockets to your pieces? Do they have collision? Could you provide more info please?

I managed to fix it, it was the rotation of my sockets… Now I just have an issue with the sockets trying to snap to each other which makes the objects spin infinitely… Also, you need to provide a documentation of some sort because I really struggled navigating through your videos

You can find the documentation here Modular Snap System Documentation – Inu Games

It’s for the editor version of the plugin but the all the rules about the setup of the sockets are the same for both versions.

You can also check the example project, there are various commented blueprints that shows some use cases of the plugin.

Hi, your plugin is great
I have a question:
how do i prevent snapping to certain sockets and changing the color of the thumbnail?
thank you very much

edit: for the same object too

Hi, thank you.
I suppose you mean prevent it temporarily? The only way now is to put something in front of the socket and have “snap open only” option enabled. This option will exclude sockets that have some obstacle in front of them from snapping.

I about changing colors, i suppose you are talking about the preview actor? There is a variable “material” in preview actor, you can set it to your own material with different colors. You can use the default green material in the plugin content, modify it and replace. By the way, the preview actor is a blueprint so you can easily change how it works

Little update, added support for “nosnap” component tag, which will hide the tagged component from the plugin.

Example showing how to use “Update Snap Result”

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Hi, im having a strange problem. Im trying to use the “Preview Actors” node and the “Update Preview” node and it is working only upto a certain extent. When the character trying to snap the object is perfectly still, the preview snaps perfectly. But the moment the character starts to move in any direction, the preview starts to drift away from the location it was in. How do i prevent this? This is completely stopping any progress i can make on my project, please help

The preview actor is searching for the nearest snap point and moving there. When the player moves the preview stays glued where it was and only moves to another snap point it that point becomes the nearest, or fades if no snap point is found. It’s not supposed to move anywhere else. It’s not attached to the player either so if the player moves it should not drift.

At least that’s how the default preview actor works. But if I understand correctly from your question on the marketplace you made your own custom version? Probably something wrong in your implementation?

Hey, thanks for the reply, i figured out what i was doing wrong. For some strange reason i was applying updated transforms to the preview mesh instead of the whole preview actor. I figured that out after you said it was supposed to be glued together. Thanks a lot!.

I do have another query though, is it possible to make sure that a certain event can fire only when the snap point has been found and the preview has already reached the snap point? that is, if the snap point is not found or it is found and the preview actor is still travelling to that location, the event wont be triggered if it was tried to activate? thanks in advance!

There’s already an event called “Snap Found” which fires when the snap point is found.
The movement of the preview actor is controlled by the UpdatePreview function, so if you want to add an event that fires when the preview reaches the point you can add something like this to this function:

It simply checks if the actor has arrived at the target location and fires the event. The Update function itself is really simple, it’s just doing TInterp between current and target transforms of the preview. If you want you can replace TInterp by something else, for example you can do a “lerp” driven by a timeline, so when the timeline is finished you know your preview has arrived at destination. The preview was made as a bp so people can easily modify it without touching c++

Hi, I bought and implemented your plugin, works great!!

I work with UE 4.23 to be able to package html-5, that’s what I need for my project.

Is there a way to export to html-5? Now I get strange JS errors. Or some workarounds? Or maybe someone has already build-up a version for Html-5 export in UE 4.23?

Thanks in advance!

Hi
Hi, I never used UE4 HTML, but one thing that you can try is to edit the .uplugin file and add “HTML5” in the “WhitelistPlatforms”

Probably you will need to copy the plugin to the project folder too. There is a similar problem described here:

https://forums.unrealengine.com/t/mssr-modular-snap-system-runtime-plugin/122014/142

Another thing i can think of is the multithreading, try not to use “async” methods to see if it changes something

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Thanks a lot for the quick reply!!

Good service this way! It now works perfect without any JS errors or lag…

I can now make progress with my project.
Thanks a lot!!

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Great! I must say I’m really surprised, I didn’t know that UE HTML5 can run the plugins like this one.