I have a lot of videos in my Github pull request thread:
Please note the pull request version has many additional features I have not yet added to the plugin version, but this will give you a great sense of how my vertex snapping system works!
**Videos Of Editor Pull Request Version**
Here's some of the videos!
**Vertex Display Resizing based on density and size of mesh**
**Area Vertex Display, for meshes with large vertex count**
**BSP Vertex Snapping**
Loving the plug-in! It’s very similar to an editor feature I requested on another project.
A couple of requests (if you can).
Hotkey to Hide/Unhide the Victory Hotkey Editor info in the perspective view. (once you know them, you don’t need the info anymore).
When the selected object is either un-selected or deleted
– (on un-selected) The vertex and manipulator remain being drawn, but the object is clearly no-longer selected.
– (on object delete) The draw vertex point overlay snaps to origin, rather than disappearing.
I’ve completed the upgrade of my Vertex Snap Editor to 4.10!
**Instanced Static Mesh Editor**
My vertex snap editor also now includes my [Instanced Static Mesh Editor](https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Instanced_Static_Mesh_Editor) system for easily making instanced static meshes in the level editor!
Area Vertex Display,where can I turn it on?
I have a ref mesh with 100K vertexs. It's does not display vertex on it?
This is a feature in my engine integration, which I need to resubmit to Epic at some point soon. They cancelled the pull request due to internal changes to how vertex data is gathered that occurred in 4.8-4.9
After migrating to 4.10 I got compilation error while tryign to open editor. I can disable plugin of course and work on project, yet plugin does not work for me @4.10.
(Yes i downloaded the newest version of plugin)
(Yes I did all steps & it was in right order)
Any help 'd be great. This plugin is necessary in my life after tried it
“I got compilation error while tryign to open editor”
You have a C++ project? If so make sure to do a full re-build of your project, (not regular VS build, rebuild), or you can delete your intermediate, .sln, .suo, .sdf, and right click on your .uproject and regenerate your VS files and then compile.
Reason: There’s a bug with plugins right now where unless you include intermediate, plugin wont compile often, and this stinks cause intermediate files are not supposed to be required and they are usually around 1 gb in size, so I can’t upload them.
Hey Rama, The ISM stuff is great! I’m using 4.10.2 and unfortunately it does not seem to be working. I uncommented your code that disabled ISM. I assume the reason you disabled it was because something wasn’t working. What I’m seeing is that when I convert a bunch of Static Mesh Actors to an ISM and I save the map, the transform array gets emptied, so all of the instances disappear when I reload the map or cook it. Have you seen this before? BTW, I’m quite familiar with C++ and very willing to debug this on my own, but I figured you may have run into this as well so I’d check with you first.
After looking at the UE4 source code pertaining to instanced static meshes, seems like they are never meant to be saved to disk but only used dynamically. Hence the Transform array being labeled Transient. Does anyone know if this line of thinking is correct?
UPDATE: Seems I was only partially right. When you add instances through editing the actual blueprint for the class that contains the InstancedStaticMeshComponent, they are serialized and saved. However, when you edit the component on an instance in a level and add a static mesh instance to the array, a copy of the template object is made after adding the new element to the array, replacing the instance you just edited and essentially discarding the changed you just made to said instance. I’m not sure why this behavior is the way it is or if there is a way around it. Going to keep digging.
The 4.13 Implementation
Basically my Victory ISM editor has to use a C++ based instanced static mesh actor in order to work correctly, as BP-added ISM components dont survive serialization for some reason, but my C++ class does, which is called VictoryISM.
The VictoryISM class is set in project settings -> Victory Ed Engine
You also have to set in your DefaultEngine.ini that you want to use VictoryEdEngine your extended UnrealEdEngine class
Select a bunch of static mesh actors, and press I in order to merge them, press SHIFT + I to separate them again for editing.
My merging process works with undo/redo feature of UE4