Inu Games - Modular Snap System Runtime

Cool. Yes, uniform (same value in all axis) scale should always work.

There are many things in UE that won’t work correctly with non-uniform scale, like distance field shadows for example. And sockets are another example. If you look in the UE socket editor, the scale manipulator is simply disabled.

Hi,

Whenever I try to Launch the project I get this error:

LogPlayLevel: Error: 07-16 19:24:47.755 6257 6275 D UE4 : [2019.07.16-17.24.47:755] 0]LogStreaming: Error: Couldn’t find file for package /Script/MSSR requested by async loading code. NameToLoad: /Script/MSSR
LogPlayLevel: Error: 07-16 19:24:47.755 6257 6275 D UE4 : [2019.07.16-17.24.47:755] 0]LogStreaming: Error: Found 1 dependent packages…
LogPlayLevel: Error: 07-16 19:24:47.755 6257 6275 D UE4 : [2019.07.16-17.24.47:755] 0]LogStreaming: Error: /Game/Player/BP_PlayerPawn
LogPlayLevel: Warning: 07-16 19:24:47.770 6257 6275 D UE4 : [2019.07.16-17.24.47:770] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /DatasmithContent/Blueprints/FBXImporter/BP_SceneRoot: Skipping import Function /Script/Engine.Actor:GetActorLabel, depends on missing native class
LogPlayLevel: Warning: 07-16 19:24:47.776 6257 6275 D UE4 : [2019.07.16-17.24.47:776] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /DatasmithContent/Blueprints/FBXImporter/BP_Switch: Skipping import Function /Script/Engine.Actor:GetActorLabel, depends on missing native class
LogPlayLevel: Warning: 07-16 19:24:47.777 6257 6275 D UE4 : [2019.07.16-17.24.47:777] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /DatasmithContent/Blueprints/FBXImporter/BP_SceneNode: Skipping import Function /Script/Engine.Actor:GetActorLabel, depends on missing native class
LogPlayLevel: Error: 07-16 19:24:47.983 6257 6275 D UE4 : [2019.07.16-17.24.47:983] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /Game/Player/BP_PlayerPawn.BP_PlayerPawn_C:ExecuteUbergraph_BP_PlayerPawn.CallFunc_SnapActor_Result’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:47.983 6257 6275 D UE4 : [2019.07.16-17.24.47:983] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /Game/Player/BP_PlayerPawn.BP_PlayerPawn_C:ExecuteUbergraph_BP_PlayerPawn.CallFunc_SnapActor_Result1’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:47.984 6257 6275 D UE4 : [2019.07.16-17.24.47:984] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /Game/Player/BP_PlayerPawn.BP_PlayerPawn_C:Setting’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Warning: 07-16 19:24:47.990 6257 6275 D UE4 : [2019.07.16-17.24.47:990] 0]LogClass: Warning: Property Setting of Setting has a struct type mismatch (tag SnapSettings != prop FallbackStruct) in package: ../../../Project/Content/Player/BP_PlayerPawn.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
LogPlayLevel: Error: 07-16 19:24:48.433 6257 6275 D UE4 : [2019.07.16-17.24.48:433] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /MSSR/Blueprints/BP_MSSRPreviewActor.BP_MSSRPreviewActor_C:SnapPreview.CallFunc_SnapActors_Result’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:48.433 6257 6275 D UE4 : [2019.07.16-17.24.48:433] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /MSSR/Blueprints/BP_MSSRPreviewActor.BP_MSSRPreviewActor_C:SnapPreview.CallFunc_Array_Get_Item’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:48.433 6257 6275 D UE4 : [2019.07.16-17.24.48:433] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /MSSR/Blueprints/BP_MSSRPreviewActor.BP_MSSRPreviewActor_C:SnapFound__DelegateSignature.Result’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:48.434 6257 6275 D UE4 : [2019.07.16-17.24.48:434] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /MSSR/Blueprints/BP_MSSRPreviewActor.BP_MSSRPreviewActor_C:ExecuteUbergraph_BP_MSSRPreviewActor.CallFunc_SnapActorsAsync_Result’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: 07-16 19:24:48.434 6257 6275 D UE4 : [2019.07.16-17.24.48:434] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /MSSR/Blueprints/BP_MSSRPreviewActor.BP_MSSRPreviewActor_C:ExecuteUbergraph_BP_MSSRPreviewActor.CallFunc_Array_Get_Item’; perhaps the USTRUCT() was renamed or deleted?

Trying to compile for the Vive Focus Plus ( Android based afaik) with 4.21 Unreal version

Hi @bdomide

I never seen this one before, I will try to find out what it is.
Btw, you also have errors with other blueprints, like “FBXImporter” blueprint.
When do you have this error exactly?

EDIT: I found this question: https://answers.unrealengine.com/que…r-package.html

Another post from answerhub, android related: Android LogStreaming:Error - Mobile - Epic Developer Community Forums

Hi,

So I use the Launch button to launch the game to android device( in my case the Vive Focus Plus). I’ve tried the question you’ve sent me and it still does not work. If I remove the nodes related to your plugin, the game works ( even if the plugin is still activated). From what I’ve seen in your .uplugin file for WhitelistPlatforms you don’t have “Android” listed. Do you think this could be it?

Yes, totally. It can be that.
I didn’t listed android it because I have no possibility to test it, I don’t have any android device.
Try to add it and tell me if it work please, i’m very interested.

doing that and rebuilding the plugin did the trick. Thanks

Good day! There was a problem using the plugin.

I did the following: I downloaded MSSRExample_Project, added 2 model pieces of a puzzle to it, added sockets to 4 sides of models with the names Cube, Cube_2, Cube_4, Cube_6. Then I generated a 26LOD collision for both models and dragged the models to the level next to the cubes. Added movable and simulated tags to new models and turned on Simulate Physics. I started the level and got the problem - the puzzle pieces are taken up and attached to the cubes, but they do not attach to each other.

What could be the problem and how to find its solution? The same story is used when using inheritance from SnapActor.

I think it’s the collision. Check if all the sockets are inside the collision primitives and that the collision is enabled in the level
It would be easier if you can show me one of your models. Can you send me that by email? (you find it here on top)

What is the setting Snap Open Only and what does it affect?

Thanks for help via email! It’s work. But correctly only with disable Snap Open Only parameter.

It checks if there is something in front of the socket, if there is nothing it’s considered open.
It’s explained in the tutorial video, here: https://youtu.be/pGbMgd-j35Y?t=1716

It depends of what you mean by correctly :slight_smile:
I just tried with your example and “Snap open only” enabled and it seems to work. Actually, for me it works correctly only if this parameter is enabled.
I made a little video, look:

When snap open only is disabled the pieces will overlap, like you can see at the end of the video.

[USER=“257589”]Fenix From Rus[/USER] Btw, check if you don’t have some invisible collision overlapping the pieces. Like some mesh with a collision which is bigger than the mesh visible shape. Automatic collision is very approximate, like for those puzzle blocks it will just put an approximate box around. You can easily show the collision in your level by pressing Alt-C
If it’s something like that then you need to make your collision manually

Okey, thank you! Right now it’s working as expected.

Best support :wink:

I was getting an error when attempting to open MSSRExample on 4.23. Get Asset by Object Path has exec pins on it but in 4.22 it doesn’t, at least I think the issue is as simple as that. The final image is my attempt to plug it in, I still know very little about this plugin and BPs in general so could you verify if this should work for whatever this function does?

Also, one of the assets on example 3.D fail to load on 4.22 and 4.23

It seems 4.23 added those pins, before “GetAssetByObjectPath” was a pure function. So, just connecting like you did is the correct fix, I suppose. For the mesh, I have no idea why it’s not loading, it’s just a sphere with a socket.

I was waiting to move examples to 4.23 because it seems many things are broken in 4.23.0, so I was waiting for 4.23.1 at least. Anyway, I think I will have to make 2 versions of the example project, 4.22 and 4.23.

How do you snap objects to themselves? I have to rotate the object upside down to snap it and since I can’t name the sockes the same name i can’t snap it to itself

Can the isConnected function be used to determine if a room/house has walls on all sides?

I think it’s possible. It all depends on how you define snap sockets. For example, if you have sockets on the floor to connect the walls, then you can call “getConnected” with the floor actor and it will tell you which socket has a wall connected to it.

If you have a crash log, maybe we can figure out what’s not working.

edit: btw, did you add android in whitelist platforms in uplugin file?

Thanks, that did the trick!

Hi. I buy your MSSR and its very good.

But I have a problem. I want connect two actors. But not like in your tutorial, Pipe_A and Pipe_B. The beginning and the endpoint is unknown and different. So I need the information about ehe snapped line and any pipes betwieen begin and and actors should have the signal from the beginning actor to the ending actor.. I have testet now some different solutions with an array from the functions IsConnectet and GetConnected. But nothing work. The array is always empty. can you help me please?

Sorry for my bad englisch, but its not my motherlanguage. But I hope you know what I mean.

I think the best way to tell you is… you have a battery, a switch and a light. now you snap some cabels from battery to the switch and from the switch to the ligt. now you have the battery anytime under energy and the cables to the switch are every time under energy too. the cables and the light have no energy. now you turn on the switch and the cables and the ligt have the energy.

you know what I mean? I hope so.

Is it possible?