Exactly. Any Chance for Updating - “fixing” that?. Cause meaning of instancing and optimization followed by this technique for using same mesh many of times in same tile of grid in World Partition or based max range/quantity in this actor. For me that ask is out of range atm - no skills to get to that point
Merging or switching static meshes sound great. Love the Plugin Btw and would like to use for Building System in my project.
Hello, i brought the plugin the other day, it is fantastic. amazing work!
one question i have. I’m trying to only place my objects as set positions on the floor, every 1m square. So i create a floor grid system with snap points every 1m. however when i snap to them, i can then accidently lift the whole floor up when moving a snaped child actor.
what i want to know is, is there a way i can snap to a fix point which cannot move at all.
i tried to make the floor grid mesh fixed, and locked into position but it can still override when moving a child actor.
Hi! So, I’m trying to understand: you first snap an actor to the floor, then you move the actor and it moves the floor too? Like, the floor becomes attached to the actor somehow?
Yes so what im trying to implement is for the floor mesh to be a grid system say 1mx1m, and i only want to snap on these points every 1mx1m.
then if i snap an object to the floor, and say snap another object onto the object thats connected to the floor grid (thats fine and i can do that). The problem is if i try to detach or try to pick up an object it all goes a bit crazy, because it knows it shouldn’t be able to pick the objects up, because the are rooted back to the floor grid, which should not move or be picked up.
if fact you 2D topdown example of the pipes works well. you have two fixed pipe pieces and have to join them up. This is what I’m trying reproduce. ill will review your example again.
Just figured it out, i needed to remove the pickup tag, from the floor grid object, now it works well.
could you provide advice on how i implement, the “Is Connected” into the BP_PhGrabChar.
i want to change the colour once a valid path has been created, just like your example.
There’a a function called “IsConnected” which will try to find a path between 2 actors following snap sockets. You can see it in the example project, level “MSSR_ContentExamples”
Hi @scha is there a way to have objects be already snapped/connected. and when i play the game, i can unsnap them and move them around? do i need the editor plugin for this.
basically i’m building a level, and i want the player to be able to make changes, and some object i want already snapped to other objects.
Hi! Basically the plugin just moves the actors around. I searches for the nearest pair of matching sockets and move the actor so two sockets are in the same place. It will not connect them by default. Now, there are some examples where actors are attached to each other, all “physics” examples, like phys_grab. So, if your actors are not simulating physics you can just place them correctly in the level editor, you can use the other plugin or just do it by hand. If they are simulating physics, then you also need to attach them to each other so they become one physics body (which is called “weld” in unreal). For static mesh actors you can setup the parent as simulated and the children as not simulated and then check the “Auto weld” checkbox on the children, they will automatically weld to parent on begin play and stay connected.
