Default = only show the vertex the mouse is hovering over
Press U once to show all vertices
Press U again to show no vertices
Press U again to be back to showing cursor-highlighted vertices only
etc
New Workflow(3/27/14)
Press V to select a vertex
Hold down V to continuously snap to vertices of other highlighted meshes
Release to finalize the move
New Snap to Surface Normal Workflow
Press V and and also hold down shift
If you fiddle with your approach angle and move the mouse little bits, you can get some really great normal alignments without much effort
Thank you!
As soon as it’s ready I’ll test this and let you know how it works out. I still have to replace about 300 meshes on this first map alone so I’ll be in great position to give actual workflow feedback ^^
I have to say the way it works is awesome, you can duplicate a mesh, click on a vertex move across the entire level, click on the destination vertex and you’re good. Very cool my productivity increased by 10 fold.
For the undo I can’t help you sorry :(. This said if they don’t already have something convenient in place I’m quite sure its going to happen or be documented soon because it’s at the core of the editor experience.
One issue I notice is that the plugin expects a destination vertex as soon as you press V for the second time. So as a result if you hit the V for the second time without a selection, it will snap randomly on the first vertex your mouse hovers.
It happens to me quite a lot by mistake and because we don’t have the undo feature its annoying especially when the thing snapped on the sky sphere.
I think it evens occurs when you past stuff with ctrl+v
How to solve?
Make sure it snaps only to a vertex that’s actually being highlited when you press V. If no destination vertex is highlited don’t snap anything until you repress V again when a destination vertex is highlighted.
Also maybe it would be a good idea to disable sky spheres from snaps, though with the above fix it might not be a problem anymore, no idea yet.
Another small problem I notice is the ‘drop to floor’ feature. It doesn’t work for me, when I use it the mesh moves a bit down but not entirely (about 1 meter remaining). Curiousely all meshes I drop on floor seems to fall at the same height in the air.
The meshes I use have their centerpoints on the bottom corner of the meshes. The floor I use is a simple flat mesh. I tried with meshes with scaled at 1 and 100 and they both have the same issue.
Also curiously, if I repeatedly press Y it starts to move on the side at what appears to be fixed offsets in one direction.
Question: how complex is to access the geometry of a mesh? I’m thinking to apply the same technique from Softimage using ICE ( visual scripting as well ) to UE4, and in order to do this I need to access the geometry of the mesh, mostly vertex position and store them into an array, then modify them using the existing tools/nodes inside blueprints.
Science fiction or doable within Blueprints right now?
Basically yes, altering the mesh itself using Blueprints…think about kind of adding a modifier ( smooth, taper, turbolence modified in 3d studio max ) on the shape.
Here is a brief explanation ( this is just an example of many ) of what the system in Softimage does…in short it takes the point position of a mesh and the point position of an animated mesh, then it create a weightmap based on the average distance between the points of the two meshes. Tension map using ICE
In short the most important thing is not doing exatcly whats in the linked video, but be to access the point position of a mesh in order to use them for different purposes, since using Blueprints you can access and create logic based on different scenarios ( animation and so on )
By the way, I forgot to mention, the mode that shows only 1 vertex at a time is kind of useless with the way it works now. So I suppose the U button could be used to just enable/disable the snap tool (enabling=showing all vertices and allows snap function).