# 's Vertex Snap Editor Plugin, Download for You!

**URL:** <https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [March 23, 2014, 10:33pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690 "2014-03-23T22:33:11Z")\
**Posts on this page:** 20\
**Page:** 6

<div class="post-metadata">

**Author:** ![Markyroson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Markyroson](https://forums.unrealengine.com/u/Markyroson)\
**Post date:** [August 4, 2015, 6:23pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/102 "2015-08-04T18:23:26Z")

</div>

> [@;4073](#):
>
> **UE4 Updated**
> 
> I have updated my Vertex Snap Editor Plugin for UE4!
> 
> See below for very big description!
> 
> ```auto
> 
> **[Vertex Snap Editor Plugin Wiki Page](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin)**
> 
> https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin
> 
> ```
> 
> **Entire C++ Source Included**
> 
> I’ve included my entire Editor Plugin source code for you to use as a reference for
> 
> 1. making plugins
> 2. making editor feature plugins
> 3. making a vertex snap feature
> 
> Enjoy!
> 
> ```auto
> 
> Pictures
> 
> https://www.mediafire.com/convkey/a42b/3mi5mk8xyb9yc3r6g.jpg
> 
> https://www.mediafire.com/convkey/a30d/jbwgbrb4elmqmdt6g.jpg
> 
> https://www.mediafire.com/convkey/ab96/bh7ljaa6idorq3s6g.jpg
> 
> ```
> 
> **Download**
> 
> **[The download is on the wiki page!](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Download_2)**
> 
> **Direct Download**  
> **[Plugin download (~12MB)](https://d26ilriwvtzlb.cloudfront.net/a/a4/VictoryPlugin.zip)**
> 
> ```auto
> 
> **'s Vertex Snap Editor Plugin**
> 
> **Newest Editor Feature: Drop Static Meshes to Nearest Surface!**
> 
> **Now you can just press the Y key in the UE4 Editor** 
> 
> to drop the selected Static Mesh or Static Meshes to the nearest surface in the level!
> 
> You can drop Static Meshes down to each other too!
> 
> My algorithm takes into account the actual shape of the static mesh being dropped, as well as the landscape/level/meshes it is being dropped onto!
> 
> **If you have multiple objects selected** , they are treated as one big object and all the surfaces are calculated together, and the group is dropped, maintaining formation, to the nearest surface within your level.
> 
> ```
> 
> **UE4 Editor Plugin, No Code Compile Required**
> 
> ````auto
> 
> Dear Community,
> 
> This is my very first **new Editor Mode** for the main UE4 Editor!
> 
> This is a tiny ( under 15 MB ) plugin, that you can download and use without having to compile any source code.
> 
> Your project *does not* have to be a code-based project!
> 
> **It adds 3 new features**
> 
> 1. Toggle instantly moving selected static meshes to the mouse cursor, to quickly move them around, or "teleport" them across the map, supports Multi Selection.
> 
> 2. Press K to reset a static mesh actor's rotation
> 
> 3. Vertex Snapping! Optionally snap to surface normal of destination static mesh
> 
> -verticies can be resized anytime using + or -
> -you can cycle among 5 different verticies display options at any time 
> -you can toggle vertex displaying by pressing Y.
> 
> All of the features are related to static mesh actors and my editor mode disables itself if you are not working with a static mesh actor.
> 
> It is super easy to enable or disable my editor mode, or suspend it entirely after trying it out.
> 
> **[FONT=Comic Sans MS]With my editor mode plugin you can enjoy some new features for your UE4 Editor Experience!**
> 
> ~~~
> 
> **C++ Source For You**
> 
> I am including my entire source code for how I
> 
> 1. made an UnrealEdEngine class as alternative editor class
> 2. made an additional FEdMode for custom editor modes, you could make your own too!
> 3. my actual editor mode source code, so you can see exactly how I did all of it
> 4. My Blueprint Library nodes as usual
> 5. How all of this gets wrapped into a Plugin so that anyone can use it without compiling any Source Code, literally Plug and Play 
> 
> **Credits:**
> 	
> Feel free to use my C++ code as an outline for making your own Editor Mode Plugin!
> 
> Just please give me credit somewhere appropriate.
> 
> I did not use any algorithms or math equations from any source, 
> 
> I wrote all the code myself and just used Epic's awesome .h Rocket source files as a reference
> 
> ~~~
> 
> **Installation**
> 
> **Download**
> [Plugin download (13.57MB)](https://d26ilriwvtzlb.cloudfront.net/f/fb/PLUGIN_VictoryBPLibrary.zip)
> 
> It is important to do all of these steps in order
> 
> 1. download my editor / BP plugin and put in a directory directly off of your main project directory called " **Plugins**"
> 
> spelling must be exact 
> 
> 2. Load UE4 editor and go to Windows-&gt;Plugins
> 
> 3. Find my plugin and make sure it is checked as being active
> 
> 4. maybe double check #3
> 
> 5. close the editor.
> 
> 6. go to YourProject/Config/DefaultEngine.ini
> 
> 7. add these lines:
> 
> ```
> 
> [/Script/Engine.Engine]
> UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
> 
> ```
> 
> 	
> 8. Load UE4 Editor again
> 
> 9. click on any static mesh actor 
> 
> 10. You should now see the Victory Editor HotKeys button in the top left
> 
> 11. If you hover mouse over this title area any time, you can get the list of hotkeys
> 
> 12. Enjoooy!
> 
> **What does this all do?**
> 
> My plugin includes an alternative UnrealEdEngine class, that makes use of my new additional FEdMode editor mode class.
> 
> The config file tells the main UE4 binary to use my alternative UnrealEdEngine class instead of the default.
> 
> Commenting out the line you added will instantly disable my Editor Mode.
> 
> Unchecking my plugin in Windows->Plugins within the editor, but leaving the config file set,
> 
> is pretty much guaranteed to cause a crash.
> 
> soooo
> 
> ~~~
> 
> **Disabling My Editor Mode / Entire Plugin**
> 
> To disable my editor mode you should *always* comment out the DefaultEngine.ini line first!
> 
> Then you can load the editor again and disable the plugin entirely
> 
> My plugin cannot corrupt or damage your main UE4 install in any way,
> 
> If you get a crash dont panic, just read these steps again 
> 
> ~~~
> 
> **" Help I can't Load Rocket Anymore "**
> 
> The worst that can happen is that the config file gets setup up wrong, 
> 
> and you wont be able to load the editor, 
> 
> and it will crash if you try cause it can't find the new Engine class.
> 
> **But, this is extremely easy to fix!**
> 
> just comment out the line that you added in your config file and you are guaranteed good-to-go
> 
> ```
> 
> [/Script/Engine.Engine]
> ;UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
> 
> ```
> 
> ````
> 
> **Victory Editor Align Mode**
> 
> **Features:**
> 
> **1. Instant Mouse Move of Static Mesh Actor**  
> -Press T key to toggle this mode! (mapping it to a mouse button proved too complicated given all existing editor mouse button functionality)
> 
> ```
> -The selected Static Mesh(es) will move instantly to follow the mouse cursor anywhere in the XY plane, staying on the current Z 
> 
> -This can be used to instantly move objects to a location by
> a. selecting them all
> b. moving to your desired destination location
> c. press T key and they will all warp to your current location 
> 
> -Supports multi-selection
> 
> ```
> 
> **2. Reset any Static Mesh Actor’s rotation to 0**  
> -Press the K key  
> -just a handy little feature,  
> -extra-useful if the vertex Snap-By-Surface-Normal goes wonky
> 
> **3. Vertx Display and Snapping**  
> -Press Y key to toggle displaying of static mesh verticies!  
> -Press B to toggled between five different display types for all verticies  
> a. simple crosshair  
> b. solid rectangle  
> c. 3D box  
> d. diamond (pretty good even at 4000 verticies)  
> e. sphere (slow for \> 3000 verticies)
> 
> ```
> -Hold SHIFT while selecting the second vertex to use Snap-By-Surface-Normal, which will try to align the source static mesh actor with the surface of the destination actor.
> 
> -snap selected static mesh actor by chosen vertex to the chosen vertex of another static mesh actor,
> 
> -can do whole process with 3 input key presses total!
> 
> ```
> 
> ```More
> 
> **Have Fun**
> 
> Have fun with my editor mode!
> 
> ```

do you have any videos of this in action?

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [August 5, 2015, 9:10pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/103 "2015-08-05T21:10:14Z")

</div>

> [@Markyroson;348429](#):
>
> do you have any videos of this in action?

I have a lot of videos in my Github pull request thread:

> **[Giving my Vertex Snap Editor Feature to Epic as Pull Request](https://forums.unrealengine.com/showthread.php?3275-Giving-my-Vertex-Snap-Editor-Feature-to-Epic-as-Pull-Request&p=20568&viewfull=1#post20568)**
>
> Dear Community, I am happy to announce that I have finished the Editor Integration of my Vertex Snap Feature! If you know of my plugin and/or would like to see Vertex Snapping integrated with UE4, do leave a note on my pull request page! ...

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!

```auto

**Videos Of Editor Pull Request Version**

Here's some of the videos!

**Intro**
https://youtube.com/watch?v=fW23S0DlF3g

**Vertex Display Resizing based on density and size of mesh**
https://youtube.com/watch?v=9VaMriBqSws

**Area Vertex Display, for meshes with large vertex count**
https://youtube.com/watch?v=CZMy4VPuAnk

**BSP Vertex Snapping**
https://youtube.com/watch?v=1tyWxYrn8Pc

:)
```

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [September 2, 2015, 8:59am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/104 "2015-09-02T08:59:58Z")

</div>

Vertex Snapping Feature is its own Plugin Now!

Dear Community,

As of 4.9.0, my Vertex Snap Editor Plugin is now a separate plugin, called VictoryEdEngine!

**Download Link (145kb)**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

This is a plugin that does not package with your game as it is only designed to modify Unreal Engine 4 to add support for vertex snapping while in the Level Editor Viewport.

[More Details about my Vertex Snapping Editor Feature](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Overview)

**Installation Steps**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Enjoy!

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_03c2301f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03c2301f](https://forums.unrealengine.com/u/anonymous_user_03c2301f)\
**Post date:** [September 24, 2015, 1:29am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/105 "2015-09-24T01:29:34Z")

</div>

Heya,

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.

Kindly,

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [September 25, 2015, 8:17pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/106 "2015-09-25T20:17:53Z")

</div>

> [@cjames;385595](#):
>
> 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.

**[FONT=Comic Sans MS]Welcome to the forums cjames!**

🙂

Can you explain this request further, maybe with a picture or 2?

---

<div class="post-metadata">

**Author:** ![alonezhby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@alonezhby](https://forums.unrealengine.com/u/alonezhby)\
**Post date:** [September 30, 2015, 12:20pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/107 "2015-09-30T12:20:45Z")

</div>

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?

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 12, 2015, 7:11am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/108 "2015-11-12T07:11:32Z")

</div>

4.10 Upgrade Completed!

Dear Community,

I’ve completed the upgrade of my Vertex Snap Editor to 4.10!

**Download Link**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

```auto

**Instanced Static Mesh Editor**

My vertex snap editor also now includes my [Instanced Static Mesh Editor](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Instanced_Static_Mesh_Editor) system for easily making instanced static meshes in the level editor!

:)

[QUOTE=alonezhby;389830]
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?
[/QUOTE]

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
```

---

<div class="post-metadata">

**Author:** ![scrcro](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scrcro/32/1008648_2.png) [@scrcro](https://forums.unrealengine.com/u/scrcro)\
**Post date:** [November 16, 2015, 3:37pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/109 "2015-11-16T15:37:01Z")

</div>

> [@;418705](#):
>
> Dear Community,
> 
> I’ve completed the upgrade of my Vertex Snap Editor to 4.10!
> 
> **Download Link**  
> [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Victory_Ed_Engine_.7E_Vertex_Snapping_.26_Instanced_Static_Mesh_Editor)
> 
> ```auto
> 
> **Instanced Static Mesh Editor**
> 
> My vertex snap editor also now includes my [Instanced Static Mesh Editor](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Instanced_Static_Mesh_Editor) system for easily making instanced static meshes in the level editor!
> 
> :)
> 
> 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
> 
> ```

Hi ,

I’ve installed the latest version into 4.10, and tried to migrate my 4.9.2 project over. However, all my JoyISM actors disappear during the changeover - any ideas why this is happening?

---

<div class="post-metadata">

**Author:** ![P4BL0S](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@P4BL0S](https://forums.unrealengine.com/u/P4BL0S)\
**Post date:** [November 25, 2015, 8:51am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/110 "2015-11-25T08:51:55Z")

</div>

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 😉

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 25, 2015, 1:50pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/111 "2015-11-25T13:50:59Z")

</div>

> [@Crow87;420943](#):
>
> Hi ,
> 
> I’ve installed the latest version into 4.10, and tried to migrate my 4.9.2 project over. However, all my JoyISM actors disappear during the changeover - any ideas why this is happening?

I had to remove the custom class I was using in the pre-4.10 versions in order to support the use of my Instanced Static Mesh Editor in packaged games.

Now you can make your own ISM class, or use the one from my Victory BP Library, which is VictoryISM.

You set this in the editor settings.

Here’s a video on how to do this.

If you really need to bring over your previous actors, you should change the 4.9 ISM actors over to VictoryISM or your own custom class, by using UE4’s convert actor feature.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/8/5085fe040677097622ce46a06c3e0a8afd841018.jpeg "Rama's Instanced Static Mesh Editor") ](https://www.youtube.com/watch?v=mYj_kaLDZZ4)

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 25, 2015, 1:54pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/112 "2015-11-25T13:54:10Z")

</div>

> [@P4BL0S;426031](#):
>
> 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.

🙂

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_f61267d2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f61267d2](https://forums.unrealengine.com/u/anonymous_user_f61267d2)\
**Post date:** [November 26, 2015, 9:12am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/113 "2015-11-26T09:12:30Z")

</div>

> [@;426179](#):
>
> “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.
> 
> 🙂

i also got an error launching the editor and it says the plugin is not compatible with the current engine version.  
 ![victory_edengine.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/3/2/323c98c2ee40d8023c31946bf61fd54cff872a59.png)  
so i went back to the download page and found that the current version is uploaded on Oct 25 2015

 ![File_VictoryEdEngine._ - https___wiki.unrealengine.com_File_VictoryEdEngine.zip.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/b/ebd8f0553bcf63bcecf87aff99b4e7fec7dfe162.png)  
is this correct? because from your earlier post, it seems like you’ve updated the plugin on Nov 12.  
(P.S. thank you so much for all the works you shared with us. You are AWESOME!!)

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [December 22, 2015, 3:55am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/114 "2015-12-22T03:55:38Z")

</div>

Victory Ed Engine 4.10

Dear Community,

I’ve now uploaded the 4.10 version of my Victory Ed Engine!

Sorry for the delay, I thought I had already done this 🙂

**Victory Ed Engine 4.10**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

---

<div class="post-metadata">

**Author:** ![anon44375637](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon44375637](https://forums.unrealengine.com/u/anon44375637)\
**Post date:** [December 28, 2015, 6:53pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/115 "2015-12-28T18:53:04Z")

</div>

One of my static meshes is not being recognized as having vertexes. Do you have any idea why this might be?

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [May 1, 2016, 5:05am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/116 "2016-05-01T05:05:19Z")

</div>

Victory Ed Engine on 4.11

Dear Community,

I"ve now updated my Vertex Snap Editor to 4.11.

The delay is because the Instance Static Mesh editor portion of the editor was unable to operate after changes made to Instanced Static Mesh Component in 4.11.

I’ve decided to simply disable the ISM feature for now.

You can now use the vertex snapping functionality of my Victory Ed Engine plugin in 4.11!

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Enjoy!

❤

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**Author:** ![alk3ovation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@alk3ovation](https://forums.unrealengine.com/u/alk3ovation)\
**Post date:** [May 28, 2016, 12:58am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/117 "2016-05-28T00:58:28Z")

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Hey , 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.

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**Author:** ![alk3ovation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@alk3ovation](https://forums.unrealengine.com/u/alk3ovation)\
**Post date:** [May 28, 2016, 8:18pm UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/118 "2016-05-28T20:18:39Z")

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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.

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [September 25, 2016, 3:55am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/119 "2016-09-25T03:55:29Z")

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Sorry about my late replies, but it is nice to hear from you @alk3ovation !

🙂

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<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [September 25, 2016, 3:56am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/120 "2016-09-25T03:56:06Z")

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Victory ISM Editor 4.13

Dear Community,

By popular request I’ve finally restored the Victory ISM Editor functionality in my vertex snap plugin!

I provide you here with an entire project that you can use to understand the setup:

**Media Fire ~ Entire functional UE4 Project for 4.13**  
[https://www.mediafire.com/?21nsv6zrlxdp35f](https://www.mediafire.com/?21nsv6zrlxdp35f)

**Overview Of Victory ISM Editor With Videos**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

**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

**Controls**  
Select a bunch of static mesh actors, and press I in order to merge them, press SHIFT + I to separate them again for editing.

**Undo/Redo**  
My merging process works with undo/redo feature of UE4 🙂

❤

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<div class="post-metadata">

**Author:** ![anonymous\_user\_128d48a2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_128d48a2](https://forums.unrealengine.com/u/anonymous_user_128d48a2)\
**Post date:** [September 25, 2016, 4:57am UTC](https://forums.unrealengine.com/t/s-vertex-snap-editor-plugin-download-for-you/690/121 "2016-09-25T04:57:32Z")

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Are you color blind Mr. ? All of your media is so colourful 😃

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