Snap Builder like most survival games

Ok so I have instanced static meshes working, sockets on the other hand **** you and your weirdness (giving there scale value completely wrong and unable to fix it)

So quick video and hopefully can sort out the lack of materials, not sure why I’m having no material even though I’ve set it on about everything three times.

I will post some more “how I did it” pictures when I’ve sorted out the blueprint (they’re in a right mess) and I have no materials (**** you Unreal !!!)

PS. please excuse the talking in the video couldn’t turn it off

if you have problems with materials in instances… you must check “use in instance” in the material :wink:

I edited my last post since it showed an incorrect way to retrieve the socket transform.
I added some samples that I made for another thread with a functional way to retrieve the sockets (not tested but should work :3 )
The second picture shows a function that you probably wont need with your collisions.

Ah cool matey, now I know you’d made I mistake I can get creative, thought I was doing something crazy wrong.

Now I can try avoiding using this to place the box collision lol, but I’m so proud of it.

Wow so messy but I made it tidy as I could

nice work there Zedrophobe… :smiley:
really nice green/red snap… would be great to see how you did it… :o

Thanks for sharing will be getting into this for my self very soon, any chance you will share this asset?

I have to refine some of the systems and make some minor changes to allow additional building components to be added easily via changes to the parent (think walls, doors, windows etc).

I’ve offset the walls so they now straddle the edge of the foundation block which improves there look, ideally I’d like to create filler pieces but I have a feeling that would over complicate the whole system and would just add unnecessary overhead.

I plan on making a short tutorial video (without my friends talking over the video this time), however I would advice everyone to try it from scratch, as you can see from this whole topic I’ve learn’t a great deal from this process as well as had superb help (!!!)

If assets are still required I’ll try a bunch them up for people.

Off to learn about advanced UI’s now, menu system and inventories.

right now, im experimenting how you did the green ok / red overlap snap…
really interested too onhow you did those… :slight_smile:
good luck Zedrophobe

Ok I’m going to investigate with some video recordings (not done many videos before)

I’ve got a free afternoon tomorrow (at least I hope so, getting a bed delivery for my new house) so I’ll try to do a video series on everything I’ve been working on with in depth explanation on how things worked.

Yanzco the green/red overlap snap is actually very very easy, create 2 vector parameter materials, one called “good” and one called “bad”

My setup has a normal actor spawned which contains all the traces to determine the good/bad status before spawning, this takes its transform from the sphere contained in the character blueprint (with its scale transform removed). Updated by tick. If everythings ok it changes the material of the static mesh contained in the actor to either red or green (red being default, this is actually the first node in the tick line).

I’ll go through this in the first video. OverRated_AU if you want I could start a new project and go through it step by step, I’m trying to make it more streamlined (I’d love to make parents and they all can be copied and just used to make new assets). Either way making a video would be a new challenge (everyone loves them).

alright man, that’ll be awesome… goodluck there… :wink:

Sounds great man thanks, i have a friend thats a 3D modeler and making parts for this system would take him no time and this vs the other systems i’ve looked at this seems a lot cleaner.

One of the things I’m trying to make simpler is the creation of the snap boxes, I’d like to have there location based on the size of the blocks (so for instance if you made a foundation that was “300x300x40” i.e x,y,z then I’ve created a vector which you store this information in (can’t be done auto). This can then be fed into offsets which re-position the hit boxes. I can show on the video.

I’m gonna add an update system to, so that snap boxes which currently have been used will get destroyed and ones that need adding can be created. Might include that in the video, requires lots of tracing a validity checks for the instance blueprints. Obviously this will then feed into the structure validity, so you can’t destroy all the walls and leave the first floor hanging, (currently it does even though you can’t delete blocks yet).

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Test picture, with awful textures but hey. Slope(stairs) are wrong but they were a quick test.

Had to fix some things, trying to work on a video now.

I hopefully will have something up before the weekend.

Nice. Back to using sockets again?

I’m going to be doing by sockets, just getting my building philosophy sorted.

I want to have a trace going on something being built which checks sockets location (no sockets yet however), and creates hit boxes where required.

Ok so explanation of how I’ve done it with me talking (shudder).

Again it may be wrong (I’m going to be re-doing it for a third time), but if it sparks some interested or sparks some idea’s then all the better.

At least nobody is swearing in this one.

Nice thread here, it looks very nice. Keep up the good work. Makes me wanna play with block building :slight_smile:

looking good there… :smiley:

Annoyed the resolution is so rubbish, I might record me building it for a this time.

Had a great idea on how to use sockets without re-adding a static mesh, just a shame I can’t pass arrays between blueprints. But ahaha.

A plan is afoot, just have finish 8 hours of work first.

I’m curious.
The only other way I can see would still require a static mesh but it doesnt necessarily have to be added and destroyed every time.

Have you found a different method? :open_mouth: