Mesh Tool - A Mesh Editor

if not, the code is included so you can just modify the plugin by adding a C++ blueprint function library and by adding simple C++ blueprint function interfaces that call the code. but i have a feeling this will require some extra work.

@a_prototype, Mesh Tool is currently an editor only tool. @SaxonRah, you are reading my mind. I do plan to add blueprint function library to support in-editor procedural mesh generation using blueprint.

Would really love to pick this up, but $50 is a little too much for me :frowning:

@ Is there a way to have it recompute all the auto uvs for the entire mesh? Seems to only apply to the modified verts

(Need to experiment with different scale override for entire mesh)

I bought that and I very happy with it :slight_smile:
It just need a chamfer operation and element selection mode like 3ds max.

Also when I change my mesh, unreal calculate distance field for that object again and again. Is there any way to stop it?

Youā€™re right, auto uv currently only apply to affected elements (if you move a face, only apply to this face and all itā€™s adjacent faces), that was designed that way mostly for performance concern (once auto uv was an expensive operation, now itā€™s no longer the case).
Iā€™ll add option to apply auto uv to affected only or entire mesh in next 1.0.3 update.

Hi silvermehran, you can select any vert/edge/face first, then press ā€œLā€ key (or click ā€œLinkedā€ button in Select section) to select all ā€œlinkedā€(connected) verts/edges/faces, which basically is like the ā€œelement selectionā€ mode in other 3d app. Or is there any special operation you like to have if thereā€™ll be a element/sub-mesh selection mode?

Iā€™m working on bevel/chamfer op. (failed to find a simple but rubust bevel algorithm all over the internet, so Iā€™m writing one from scratch)

The reason that unreal calculate distance filed after each mesh operation is that behind the scene each mesh operation is applied to static mesh directly, which will trigger mesh render dataā€™s (including distance field) rebuild process. Technically itā€™s possible to stop distance field been rebuilt but thatā€™ll made the old distance field out of sync, then you might have to enable distance field generation on that mesh at one point. Iā€™ll inverstigate more see if can make the workflow better.

Thanks a lot.
Yes I think a selection mode is easier for selecting multiple elements.In general, selecting multiple things or marque selection in unreal is a real pain compare to other 3d apps.
And yes it would be far better to manually trigger dfao at some point instead of constant update.

Mesh Tool updated to v1.0.3

Dev Log of 1.0.3 Update

Download 1.0.3 update on itch

Thanks you. Great updates!

Awesome - will test out tonight

New Auto UVScope works great - exactly what I needed.

Thank you :slight_smile:

Tool is really coming along - it is very very cool! :slight_smile:

Quick Question:

In a new project - MeshTool works great and is super fast.

But when I am using in a huge project with Distance Fields enabled, every change has a large latency. Seems like there is a delay, then another delay with the distance fields message box showing. In this instance, the loaded map level is very small, but the project is huge.

Should I disable distance fields when using? (Less than optimal since it requires project restart )

Thanks for any advice

@, so glad you like it!

In 1.0.3, thereā€™s an option to supress mesh distance fields generation when editing:

skip_generate_distance_fields.jpg

This option after checked on will tell Unreal to stop generating mesh distance fields when mesh been edited. Please note that you still need to check off this option in some point to get mesh distance fields updated. (Will add a button for that in future update).

You can check here for little more detail info.

Thank You! Disabling Distance Fields makes tool work fast even in giant project! :slight_smile:

Would really love to pick this up, but $50 is a little too much for me

When is this coming to the marketplace?

Hi jojo8026, it has passed the marketplace review last week, but the release date havenā€™t been provided to me yet. Iā€™ll update here as soon as I got the scheduled release date from marketplace team.

This is great, glad I bought it. Any news on when a cut tool will be available?

@Shirk, Iā€™m preparing 1.0.4 build (should be ready in a day or two). Thereā€™ll be plane cut tool in 1.0.5. I plan to add multi-cut tool in later versions.