So I’ve looked through some of the editor customization stuff and I have an idea of what to do, but there are some options for how we want to go about it, and I could use everyone’s feedback:
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Static Mesh Editor, basically a panel/tab like the collision generation tab, with a button for making a new set of splines, and brushes.
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A totally separate editor like the static mesh editor but specific to doing hairworks splines.
My thought right now is that we don’t really need its own viewport editor, as there’s just not that much going on in part of the process - select a mesh, gen splines, brush 'em around a bit, send it over to the HairWorks component or a .apx for finishing in the standalone HairWorks tool.
That said for a tighter integration that would do the rest of the stuff you might want like the HairWorks viewer thingy does, selecting all the textures, setting all the various LOD distances and whatnot, it might be better to have in its own viewport editor. That said, a panel is about my speed right now - I could do a viewport editor, but it seems like a lot of boilerplate setup, and I’d rather have a panel that works now than a viewport editor standalone that works later. Longer term I will definitely see about getting its own viewport editor and trying to get some sort of parity with the HairWorks tool.
Let me know what you guys think.
Add me on Steam and UE4 launcher chat (I’m not on the latter much, but I’m always on Steam) and we can discuss it more in depth. My nickname is the same as . Same for anyone else interested in the integration. I also don’t mind helping people out with UE4 questions.