Sorry, one more question, I am so interested in your plugin:
Often I am in a market place asset, and the asset creator just made a asset not modular. Switches, buttons, wheels (eg. wheel for a valve), cables, etc.
Is your mesh tool able to right away cut a mesh into these kind of peaces and perhaps making very small correction to the UV/Textures? Because of course the small filed where you make the cut of the mesh in two meshes had no UV-map before and no texture before.
(Most of the time the cut of the mesh would be enough, because nobody will be able to the the mesh side where the meshes lie on one another. So be able to cut the mesh, also when it is a bit more complex mesh, would be most important)
Hi , I bought your tool to cut doors into larger meshes with single faces. Could you point me to a tutorial on how to cut small chunks from a single larger face, thanks.
Example
Sorry that Iâm on the road from Nov.20 to Dec.15 with limited internet access and not be able to reply in time.
@TheFlow3k the Engineâs mesh editing solution branch (dev-geometry) is actually already in engine now (just need to be activate from console). Itâs a good framework to build functionalities upon, I believe thatâs what Unreal Studio is doing now. And If Iâm writing Mesh Tool now, Iâll surely take advantage with the Engine mesh editor API. I do had a short conversation with Mike Fricker regarding the mesh editing framework Epicâs working on last year, and itâs quite clear theyâre more focus on building a robust framework first while Iâm making Mesh Tool a little more practical tool (and not as robust)
The plane cut tool could be used to cut un-seen faces from a complex mesh. One missing functionality from the plane cut tool is to fill the cross section from the cutting.
@unit23 One possible solution is 1. Inset the face 2. Scale/Translate the insetted face to the size you want. Iâll see if I can record a video in next 2 days.
Is bevel coming to the mesh tool any time soon?
Is there a way to edit a mesh with itâs flat surface? Say I have a foliage mesh and I want to edit its polys, but its difficult in 3D space with it moving around and a bunch of faces behind the one Iâm trying to edit haha. Like a 2D mode with the polys flattened out?
Hi Iâm a total noob, Iâm trying to figure out if this tool might help me. I will post a detailed explanation, Iâm sorry if this feels out of place, but otherwise it would be too difficult for me to properly explain myself.
Basically using either the static mesh cone or the bsp cone I canât achieve what I believed was very simple: to create an n-sided static cone, to apply a texture with a planar mapping and to use it as instanced mesh (as I plan to use lots of them).
Iâm used to another (incredibly old) 3d engine, and in the attachment I post what I could do with it.
Instead this is what I get in UE4 basic meshes
And by using BSP
So thereâs multiple problems: as far as I could understand the basic meshes cannot be edited, even for UV I should use an external program and import them, plus thereâs no way to set the number of faces.
With BSP I can set the number of faces, which is nice, but every face is treated as an independent actor. Plus they canât be instanced as static meshes.
All of this long introduction to ask: with this tool is it possible to create a mesh (either cone or sphere or cylinder etc.) with an arbitrary number of faces? is it possible to apply a material with different UV mappings? since the tool creates static meshes can these meshes be used with instancing?
Thanks
Is this something you plan for the tool?
The functionality to cut bigger meshes into peaces, right in UE4, would be really nice. But for this I think it is needed that on the cut-side is âno holeâ after cut (like you said âfill the cross section from the cuttingâ), but a simple plane face on the cutting-edge would be sufficient.
Of course the cutting edge has no texture, would be good when you could assigns it a new UV layer and in UE4 user should be able to assign it a own material layer (static meshes can have several materials assigned, but you know that of course.). Or perhaps you have a better idea about UV and texturing, when cutting something into peaces. Perhaps some options to choose from (New material layer possible. OR lay UV above existing UV/texture to use exisiting texture, perhaps manually positioning the new plane face-UV on the existing UV/texture).
Purpose:
When you have bigger meshes and right in the game engine you see, that you have to make them move-able / intractable:
For Example:
- a clip of a grenade
- wheel which is static on a pipe mesh
- wheel which is static on water-tap
- small peaces of a weapon mesh
- Other small things like buttons on a desk, switches, etc, which are included in a bigger mesh
Simple kind of mesh interior:
- Would also be nice to have a tool/process to automatically add a (simple) interior, for example if a box-mesh with a top-cover is a one bigger static mesh, to cut the top cover and make interior in the box. Interior should have (as automatically first try) the same texture as outside. Of course this must give the user tools/option, like âhow big is the space insideâ, âhow big should be the holeâ. In the end you could achieve this also with subtracting meshes. Generate a rectangle temporary mesh, put it inside the bottom of the case you cut the top cover of, subtract the rectangle temp volume from the rest of the box-bottom mesh ⌠and there it is, the box has space inside.
Here again, something to automatically ad faces when subtracting sides would be needed. Generate some UVs, and a nice UV algorithm which âcopy the outside texture insideâ (or better described âto place the new inside face UV on the texture, so it has the same texture as outside assignedâ). And as option user should be able to choose to add have a new material for the new faces. So you can use your procedural materials for the ânew insideâ.
This would be great!
Hello ilbiffi,
I think the problem is the way you did it.
Your pic under âAnd by using BSPâ shows the same texture part on every face. As I think, you do not need it like this. Click your brush and select all faces, you can do it with âbrush detailsâ undr âgeometryâ section, âselectâ â> âselect matching materialâ.
When you have not added material to a surface before, it will select all faces directly. Then, in the same section âgeometryâ click âalignmentâ and âalign surface planarâ. This will do some UV mapping for you, so your faces have a good alignment on UV map.
When I understand correctly, without doing it, all faces have a similar spot on UV map (as seen in your pic), one above the other, because of that your pic shows the same texture-part on every face. But when you align it, then the full texture will be used for your whole mesh.
In âsurface propertiesâ sections, you can also try some options to switch UV/Texture mapping a bit. (position, scale) I am not sure, if you will get the same result as in your âold engineâ because it seems it spotted the middle of your texture/UVmap correctly, but perhaps you will get the same result also.
I also think the options for brushes (and modeling directly in the engine) could be extended much more in UE4. Also more options for UV unwrap the brush (âdynamicallyâ move a face on the uv-map/texture-map).
And one more question to . It is possible to turn a static mesh into a UE4 brush with your tool? Until now, I never understand why the UE4 engine is not having this option available in default. Is it such complicated to male a static mesh a editable UE4 brush again, when it is made a static mesh one time?
This would be nice, to we could use UE4 brush options and ue4 brush editing on static meshes, by make them a ue4 brush.
@TheFlow3k thatâs not possible, and is also a bad idea - UE4âs brushes are terrible for performance (for no good reason) and you shouldnât use 'em.
In case anyone is curious, that command is MeshEditor.Enable
. Itâll then appear under the Modes tab (shortcut key Shift-6
). Itâs all pretty undocumented at this point (and unstable, as to be expected for WIP), but pretty cool to mess around in.
Yes, it is really curios. I âgoogledâ a lot a few days ago, before posting here the questions. I found nearly nothing and in the end it was very unclear what is really in the engine now and how to use it. Thank your for your advice in detail! That is the first time I read how we can use it and I will try tomorrow.
@ilbiffi: Do you understand my explanations? If not, tell me and I try again.
Hello , donât get me wrong: I never wanted to develop a game with brushes and ship it with brushes. Itâs only (and I hope like I described it already like this) to make a brush out of a static mesh, to use the âbrush editing capabilitiesâ of UE4. For example, the things I explained ilbiffi a few posts above about UVs and scale. And also the other things you can use on brushes in UE4 einginge, like move vertex and change faces, also subtract brushes, etc⌠All available in the UE4 engine for for brushes.
But of course, when you finishes editing, you make again a static mesh out of the brush, to have a only static mesh as edited final product. Itâs only about switch to a brush to use UE4 Brush/Mesh editing tools.
And to use UE4 brush tools, I was asking if his tool support to turn a static mesh into a UE4 brush. As I said, I never understand why this is not available as UE4 default functionality. I think itâs very useful, for everybody who has not Nates mesh editing tool and want to make some very simple changes to a meshes directly in the engine.
Yup! Itâs a module of the âEditable Meshâ plugin (which the separate Mesh Editor plugin is reliant on). I had to dig through the GitHub repo to find the commit that added the command, itâs not documented anywhere else: https://github.com/EpicGames/UnrealEngine/commit/4c19e8584320c5a27d4d26839a20ddd558de8ae0
Right now itâs not very stable, Iâve found that using the âDraw Verticesâ function seems to crash the editor with a segfault 3 bytes in (likely a null pointer). Thatâs happening with both the OpenGL and Vulkan backends.
I canât test DirectX as Iâm on Linux, and I donât have access to Windows, so if someone can test out âDraw Verticesâ on a Windows machine and let me know the results, I could probably submit a bug report.
Hi,
Iâve been playing with this plugin and Iâm struggling to find the Auto UV check box thatâs mentioned in the documentation. Iâm on UE4 version 4.21.
The documentation says itâs in the Object panel but I donât see it there. There are some UV options but the whatever I set them too the UVs are still distorted after a uniform scale.
(happy to provide purchase receipt if required)
Very bad idea indeed.
Suddenly at the projectâs load i started receiving Warning which says:
âLogSlate: Warning: The command âMeshToolEdMode.SeparateEdgeâ has the same default chord as âMeshToolEdMode.TurnEdgeâ [T]â
What could it be? Thanks!
Hi @, not sure if this is related to the issue in the last post (#542), but Iâve just triggered an engine update, from 4.22 to 4.22.2 and it canât be completed because Mesh Tools canât be downloaded (itâs in an endless queuing state). Has Mesh Tools been taken down temporarily? TIA (and thanks for such a great plug-in!)
Quick update. I have no idea what went wrong. The launcher wouldnât let me uninstall either UE or disable the Mesh Tool plug-in. I had to manually remove 4.22/4.22.2 (it was impossible to figure out which version it was on after the failed update) and then start a fresh version install. Just to be on the safe side I disabled MT in the Downloads panel during the install, and then added it again afterwards. Anyway, Mesh Tools + 4.22.2 all work fine now.
I am getting the same error, did you ever get this figured out?
"Suddenly at the projectâs load i started receiving Warning which says:
âLogSlate: Warning: The command âMeshToolEdMode.SeparateEdgeâ has the same default chord as âMeshToolEdMode.TurnEdgeâ [T]â
What could it be? Thanks!"