Measurement tools (Editor + VR)?

Hello!

We discovered that some objects appears very close together in VR (and also visible in the editor), compared to how they originally appeared in CAD. It’s not a direct import, we have been messing with them in Max beforehand, so we are going to measure in Max to compare with the CAD model as well.

But, how do we measure in Unreal? Are there any measurement tools built into Datasmith? Ideally, both a tool for the person in the editor, and then also tools for when you view the scene in VR.

(I guess if the answer is no, we will have to try to build them, but right now just learning Unreal is a bit overwhelming.)

Hello robert,
In matter of Editor you can use basic measurement tools on the go, it’s not that accurate i think, but it’s for inspection purpose i think.
in the editor you will get into the viewport just under the toolbar, you can choose between views (top, left, right, bottom, and perspective) either you are in any of the parallel views, such as top, you can press and hold the middle click mouse button to get a linear measurement.
That’s what i’m using sometimes if i need to measure something on the editor on the go, and i’m not bothered about accuracy 100%.
Maybe there is another more efficient accurate way, but that’s what i know so far.

in matter of VR, i think this should be a line tracing blueprint or functionality you have to do by yourself, because it’s not there built in the editor, but maybe you can find it in the marketplace.
Cheers.

https://www.unrealengine.com/marketp…-tool-realtime

Measure Tool RealTime / VR

NOW IN MARKETPLACE:
https://www.unrealengine.com/marketpl…/measure-tool-realtime

Measuring tool RealTime. Perfect for implementing architectural projects.
Easy to implement in your projects. Even for those who do not understand anything about BluePrints or programming.
It contains 3 options of metric systems: Metro; Inch; Chi.
2 languages: Portuguese; English;
Change options for all your colors.
Comes included, system of alternation of cameras: First Person Character and Pawn Fly.


AGORA NO MARKETPLACE:
https://www.unrealengine.com/marketpl…/measure-tool-realtime

Ferramenta de medição. Perfeito para implementação de projetos arquitetonicos.
Fácil de implementação em seus projetos. Até mesmo para quem não entende nada de BluePrints ou programação.
Contem 3 opções de sistemas métricos: Metro; Inch; Chi.
2 linguagens: Português; Inglês;
Opções de mudança de todas as suas cores.
Vem incluso , sistema de alternação de cameras: First Person Character e Pawn Fly.

Thanks, but I got a bit worried that your asset contains so many blueprints and widgets, so I used this as a learning exercise and created my own simple one:


I trigger the above function from my VR pawn, and this just drags start and end points around the level (I use the TriggerAxis on my Vive controller, which updates on tick).

Here’s when things get messy, because this is in my VR pawn, where I trigger the previously shown function in the measurement blueprint, and also track trigger presses and measurement state (see below).

I really should figure out a way to move the stuff in the previous image into this one, so the VR pawn don’t have to juggle states as well.


This is called from the first screenshot I posted, after you’ve placed the end point. It looks busy, but it just draws a text object and positions and scales a cylinder between the measurement points.

Finally, on tick I just rotate and scale the text a bit so it’s always easily readable.

Hope this helps someone, and this is just two day’s work for a beginner, so there’s lots of room to improve!

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ohh, Thanks a lot roberteker, I think i’ll follow what you did here and even try this tool myself, if you can provide some files for us here it will be awesome.

If you want files, I think you have to buy the above asset. :slight_smile: But what I posted should be complete. I’m going to sound like a normal, boring corporate Unreal user now, but I have more in the blueprint that is internal to the company, so I can’t give that away unfortuantely.