Thank you a lot!
Thanks, I hope you’ll like it! ^^
cool pack. If we drop the fences in, can we activate spline mode & select/move a particular node around?
Thanks! No, for now it would snap any points back to surface beneath, after trying to operate on them. In most cases, generated spline points are too dense anyway - they need to be, to conform to any terrain by properly detecting sharp edges, corners, etc. Additionally, spline meshes are not distributed from point to point (start mesh point on spline point 0, end mesh point on spline point 1, and so on) but are segmented based on spline time (spline distance 0.0-1.0) to take into account parameters like mesh amount ratio.
One way to make adjustments to already generated mesh is to edit it in 3D app after converting into static mesh.
(A small hotfix is available, it fixes some warnings that were spamming the output log when packaging.)
4.13 Update is live. Besides 4.13 compatibility, it also includes faster (more optimized) spline generation.
Hey @, I’ve got the first version you released and haven’t updated yet. My only issue with it (it’s awesome) is it screws up my static lighting if I don’t merge-actors it and bake 'em out - I can build, but once I re-open the map the constructionscript re-runs and I get preview lighting. I don’t even need static lighting on these things, so ideally they’d just be movable? Just wondering if you’d implemented a fix for that yet.
I’ve just tested it on my end and looks like setting the non-merged mesh to movable helps with this. In StemSpline_BP go into AddSplineMeshes function and in the Add Spline Mesh Component node change Mobility to Movable. I’ll send a hotfix with this soon, sorry about the issue.
Thanks! Is your tree/plant generator likely to have the same problem?
No, all the elements there are marked as Movable by default (hence they’re all dynamic ) and do not cause this issue.
Okay, thanks!
I’ve submitted an update for 4.14 today. Besides 4.14 compatibility, it also adds target points:
… So now you can specify exactly to what point it should generate.
Suggestion: it would be easier to work with this system if you disabled “Run constructionscript on drag” in the class properties, so that it only regenerates at the end of a drag, not every frame during.
Thanks, I didn’t know about this checkbox. With default grid snapping it’s not that bad though, as it regenerates only every ‘snap’, not every frame (which indeed could be problematic without grid snapping) - when it comes to smaller assets (like the rope on the gif) I personally prefer to regenerate every ‘snap’, as it actively shows how it will be generated while dragging - but with more complex ones it might be useful to uncheck this option.
I would add it as an option to check/uncheck via blueprint details in every preset, but it seems like it’s not possible to change it through blueprint logic… At least it’s good to know for users that they can change it by going to Class Settings, so I’ll probably add some note about it in future update.
Yeah, the ropes and flags and stuff are fine, but I think it’d be worth doing for the more complicated stuff like the ivy.
The 4.14 update is live!
Very useful tool,thanks a lot.
i want to know the assets can use like the picture,each corner is 90°
Yeah, you can do that.
how?i would not find in video
Hey @willcong,
This tool was designed for more organic/round shapes and it’s hard to generate perfectly straight & sharp cube corners like this. I guess it would be possible with some code modifications & tricks, but for now this is the closest effect that I could get:
Cheers!