Mesh Tool update for 4.18 can be downloaded from launcher now.
If you still have issue downloading, try update the launcher to latest 6.7.1 version (released on 10/30).
Selecting a face causes it to turn the correct color when viewed from far away, but when getting closer to the mesh the selection color fades out. Any reason for this? Is it related to any project rendering settings (Iām using forward rendering, MSAA, etc).
All your plugins are great by the way. Bought them all.
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When I try to deploy a BP-only ios project directly to device with MeshTool installed as engine plugin, it thinks it is a code project and wonāt deploy.
If I remove MeshTool from engine plugins, it deploys.
I verified the MeshTool.uplugin is marked āTypeā: āEditorā, so maybe it is just be some kind of ue ios deployment bug.
Itās not a big deal, as removing from engine plugins fixes it and I typically install the plugins on a per project basis anyway, but posted here in case anyone else experiences similar issueā¦
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There was an old trick regarding deploy BP only ios project with Editor only 3rd party engine plugin you might want to try: (That trick came from the date I still did ios dev, it might not work now)
Open MeshTool.uplugin (Default location: C:\Program Files\Epic Games\UE_4.18\Engine\Plugins\Marketplace\MeshTool\MeshTool.uplugin)
Change line:
"Installed": true,
to:
"Installed": false,
You should be able to deploy BP only ios project now without disabling/removing the particular editor only engine plugin. (Hopefully)
Hi @**Cameron Abt **thanks a lot for your support!
It seems itās indeed the MSAA causing the selection color fading away when viewing closer. Iāll try find a solution for that. Thanks a lot for reporting that to me.
Moving editing options to itās own window is a good idea. The current UI is pretty much the same as the very first Mesh Tool prototype which is indeed clunky. Got some ideas regarding UI I would explore after 1.10 release.
For changing mesh pivot, thereās a āSet Pivot to Widgetā button in Object panel which can be use to set pivot location to current widget location. But unfortunately it currently only supports setting pivot location but not rotation. Iāll add an option to be able to set pivot rotation as well.
Hey when I try to walk on a mesh I just created I fall through it, what type of collision do I need to set up and could you add a feature where when you create a mesh that it automatically makes collision for you so you can walk on it?
You can click āSet Complex As Simpleā button to make the the Static Mesh using itās rendering mesh as collision mesh. (You only need to click it once per mesh)
https://user-images.githubusercontent.com/3735467/32389944-70209546-c107-11e7-944d-6e5018985fbe.png
Hereās a mesh in Player Collision view before click the button:
https://user-images.githubusercontent.com/3735467/32389952-7656c106-c107-11e7-99cb-a0b0dab13669.png
And after;
https://user-images.githubusercontent.com/3735467/32389958-7b0eb87a-c107-11e7-82a3-2077bbb2c480.png
@ First, let me say MeshTool is so awesome - I am using it extensively for the GameJam.
Butā¦ it often crashes during undoā¦ so much so I am afraid to use ctrl-z.
It is a hard crash - will try to run in debug editor next time to get you stack traceā¦
Hey, Iām looking into buying this and I would like to know if itās possible to convert something you make into an actual model that can be used in different levels etc?
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Is there a way to avoid creating a new StaticMesh Asset everytime I create a new Mesh?
I am thinking about BSP here, since these Brushes are self-contained within BrushActors without bloating the Content Folders with hundreds of Brushes.
Instead they are saved together with the Level. Which makes sense.
If I understand what youre asking, then yes. The way this works is it just creates a new Static Mesh in the content folder (or a folder of your choice) and it can be used just like any other static mesh. Drag and dropping, scaling, adding to blueprints, etc.
Yes thats what I was asking, thats great thanks you! Probably gonna buy it this week
Is OpenSubdiv coming in the next update?
I am not getting a blue square when selecting a face in any of the modes, please fix ASAP
@Shirk Thanks for helping out!
@jojo8026 OpenSubdiv will be in 1.10. Iāll be travelling from 14.Nov to 1.Dec, and will finish 1.10 after Iām back.
Which engine version are you using?
In 4.16, you can tuning alpha value of face selection color:
https://i.imgur.com/Sz54cGM.jpg
Thereā s a knowing issue that the selection color not rendering when using Forward Render with MSAA which Iām still looking into.
Hi, Iām setting up discord server for all my tools:
Please feel free to post discussion / feature request / bug report in either place.
( Iām travelling from 14.Nov 2017 to 1 Dec.2017, and will be more active on discord when Iām back.)
4.18 and I have to restart the engine everytime to get it working again
@jojo8026 Iām pushing a new build to fix the issue you reported (hopefully as I canāt reproduce in my environment).
Just tick the option āFace Selected Color Foreground Fixā on, see if that solve your issue.
Iām packaging and uploading for marketplace/itch update now.
Mesh Tool 1.0.9.3 update is now live on itch.io. Marketplace version submitted.
1.0.9.3
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* Add option to force selected face color render in foreground
Off to airport nowā¦