Thanks, this tool generates 3D assets that can be converted to static meshes, so it works with everything that can use 3D meshes, and generates on every collision-enabled surface - also in 2D projects.
Thanks, sounds like the tool I need
Excellent 5 stars asset. Is there any guidance how to convect the result to static mesh? Cant seem to find much info of UE Merge Tool.
Thank you! Yes, there is a separate documentation level (Maps'Documentation_Merging’) explaining it step by step. It’s a matter of a few clicks.
Thanks, merging works perfect. Used InstaLOD to even add lods. There is no limits, unreal good.
Can you use this tool to generate rope splines from point a to b during runtime?
Thank you!
This tool is designed for in-editor generation, but it can be easily modified to generate even during runtime. All you need to do is check ‘Expose on Spawn’ checkbox under variables that you want to control when spawning your rope spline and then spawn e.g. the ‘PRESET_Rope1_BP’ actor via Spawn Actor from Class’ node with desired spawn transform. Your exposed variables will appear in the node input, so for example you can set ‘Amount of Segments’ (which defines rope length) and any other property when spawning it.
To specify fixed A & B points you would need to construct some additional logic, depending on your needs. By the nature, this tool generates not by following some fixed start & end points, but by ‘sensing’ nearby surfaces for specified length.
(Spawn during runtime GIF)](http://gph.is/29eMoO0)
PS. If you would like to spawn it during runtime this way, you’ll probably need to change few nodes in Blueprints\Internal Logic\StemSpline_BP -> Construction Script -> ‘Reset Variables’ function like this to avoid some warnings when spawning.
I’m very interested about this blueprint that you made, but I have a few questions if you don’t mind :
Regarding this, are you able to generate custom vertex colors when you convert a blueprint into a static mesh ? Does the user has any control over that ?
As you mention having wind, that would be awesome if we could use custom meshes and have clean vertex colors applied for wind/effects deformations.
The tool is built purely on Blueprints and (if I’m not mistaken) it’s not possible to access/alter mesh vertex color data from Blueprints - so I can’t implement any automatic vertex color generation, unfortunately. However, after converting generated asset into a static mesh via UE Merge Actors tool, you can always edit it in 3D app and paint vertex colors there.
Indeed, I didn’t thought about that way.
Thanks for the quick reply.
Is it ripoff from one of Unreal Engine stream?
No, but I guess you mean one of the streams where they showed their internal vine generator used for Paragon that also aligned to surfaces. Well, if making a surface-aware asset generator that also includes vine generation would be considered as a ‘ripoff’ then something would be wrong You see, surface-aligning generation is nothing new and I even remember a 3dsMax plugin that generated ivy from couple of years ago. … And to completely soothe your curiosity, I’ve started working on this tool long before the stream appeared, back in 2015 - originally it was meant to be a part of my previous Dynamic Tree & Plant Generator, as an automatic ivy growing around generated trees - but it evolved into this separate product.
@saladeus
Pizza hut is a ripoff of pizza recipe and people buy.
We buy markplace items for saved times even if they are a tutorials.
Btw. You spline generator look very good i hate put fences by hand.
Does it work in terrains??
Thanks!
Yes, it works with any collision-enabled surfaces, also with terrains/landscapes. For example, the fences shown in the video were placed on a landscape.
4.11?
Does this project work with 4.11 or only 4.12? Have not upgraded to 4.12 yet but interested in buying it.
C
Only 4.12+. I have some older projects with early WIP versions of this tool, but they’re not suitable for distribution (lots of bugs and, obviously, lack of some features) Additionally, the UE Merge Actors tool which is important for the generator came out of experimental phase in 4.12. Also, it’s not possible to downgrade a project to previous versions, so unfortunately I can’t do anything about this.
after exit all splines change their form. What i do wrong?
To save generated asset, please convert it into static mesh - this is also recommended to have a good performance. It’s just a few clicks and you can see how to do it in the Maps\Documentation_Merging level.
PS. When you convert it with ‘Replace Source Actors’ enabled, your generator blueprint will be automatically replaced with static mesh, which can be handy.
Very useful tool, I’ll be getting this soon. =)