Snap Builder like most survival games

I haven’t unfortunately, I originally though (at work I might add) that I could pass the static mesh get the sockets, spawn the collision boxes and save the transform, but the array would be huge.

Thinking it might be better to just get the transform of the instances and using macro’s generate updated collision. I was hoping there was another way to interact with sockets but until we get the option to specify the item hit in “get socket transform” we’ll have to use the add-destroy static mesh method.

Well Update on third attempt (again not using sockets, but think what I’ve done makes it so much easier). Although not if I was making physical assets.

Will carry on with more if people want.

hi,

Your generator system is a good idea.

Your system seem to be the same as ARK system.

If i understand the difference between your way and sockets system, your way will have somes freeze or clipping effect like ARK when there is a lot of structures parts ? And the sockets system will autorize many more structures ?

I not sure to understand the main reason why the socket system is more complicated to do. (i have somes translation problem on some of your discution with )

I’m looking for a placement system who will detect the ground and other elements collision where players can own is building and structures.

I will try to follow your screens and videos for make a construction test project.

If you can share an asset of your project, that will be great.

thx

r u making avalible

I plan on sharing everything when I’ve finished.

Both systems are just as easy, the socket system is brilliant. I will keep working on sockets in the background. Just found my system would allow me to proceed faster.

Because my system will constantly update the snap locations, I found that because I know that the hit boxes are x,x,x from the center of each instance as long as I save the transform I can just easily call there location and do traces from that.

I plan on having an additional 4 Macro’s available that will handle walls, floors, ceiling(roof) and external (non-foundation based walls), I will add more if needed.

Currently working on…

  1. Inventory, more organised
  2. Tidying Macro’s so I can explain them in a video
  3. First Person Mode
  4. Block removal, with structure validity test (building either falls apart of reject removal)
  5. Structure owning system, I.e Team 2 can’t build near Team 1

Again if people want more information then I’ll happily create a video so people can follow along. Not that I’m an expert though.

do you plan to share your structure owning system too of sell it ?

Yes again if possible I will share as much as I can

Quick update, thought hmm sockets, must sort out sockets.

And the result… The snaptastic socket snap box generator.

Its a loop on all sockets

Build Item Type: Name of socket your looking for, i.e if you want foundation snap collision box, you name the sockets with “Foundation_0” etc
Static Mesh Reference: The static mesh that your getting your sockets from (from add static mesh component, Macro destroys the component when its no longer needed)
Set Static Mesh To: The static mesh used by your instanced static mesh component
Trace Channel: Checks if snap box is needed or instance is already there
*Debug
*Ignore Self
Is Wall Variable: Is socket attached to wall (spawns floor snap boxes, uses foundation trace check so you look for foundation instance collision channel)

Looking good man thanks for the time your putting into it looks very clean :).

hi,

Is your system will allow to drop a pre-made building with foundation collision box ?

thx

My system could potentially allow you to play a pre-made building as long as the building is one mesh.

As long as the sockets are named the same and you have the required trace channels you could get them to snap.

ok, one mesh for the building and an other mesh for build the door after ?

with your system do you have a system for block construction with mesh who will be not allow with the other ? for different type of structure ?

thx

That will be implemented, my main objective at the moment is to allow restrictive logical construction that can be easily adapted to varying building item.

I.e foundation go down first walls on them, floor/ceiling built on top of walls (if limits allow, i.e no wall in range then no floor). Then windows, doors wall modifications next.

I have a pod similar to the ones in (subnautica) which can snap together, but there is no legs yet. These currently don’t use the above which what I would like.

hi,
how do you progress on your project ?

Hi,

Sorry there hasn’t been an update in a while, I’ve been reworking some of the systems. Primarily the ones involved in making it easier to add your own assets. I’ve gotten rid of the macro’s which did “all” the traces and currently replacing them with Macro’s which can do more specific types of trace checks etc. So now there is a foundation based one, a wall based one and a floor based one. I’ve added the “search for wall” function in the floors/ceiling/roof branch so you can’t keep building out if there’s nothing to support it.

I’ve also added a very simple HUD/UI as I felt without these it still felt very bland. Currently going through adding support for stairs and various other addition structures that would be added to the game. Also working on the philosophy for removing the items. I plan on doing some major stress testing for a solo player and seeing what impact that has on performance (I shall show that off in a video update), then I’ll work on adding some multiplayer support with the team based building restrictions.

Will you be putting this up on the market place man? I’m looking forwards to testing it out as i’m looking for a system similar to what Rust legacy was for my current project :).

Hi, if people think its worthy of a place on the market place then I will put it up.

I’m hoping to have something to put up video wise this week, but again I’m trying to make it as user friendly as possible, plus optimized.

Sounds good man i think it would be a worthy asset, if you do end up putting it up on marketplace ill buy it lol but you mite have to make a few types of building selections wood, metal , stone and so on for a good demo level/video.

Update showing adding additional wall asset (Window Component)

I’m streamlining the whole process to make it quicker and easier to add additional assets.

Please ignore the UI its awful but its needed as the number of assets will eventually increase to more than I have Numpad keys.

good progress.

with your structure system, if you destroy a fundation, the other part is destroy ?

That is the plan, I’m currently trying to get as many items in as I can. Deleting items is next and then I’ll add the structural integrity (building segments collapse if they shouldn’t be standing).

Its all still hobby-ish and I’m trying to spend as much time on it as I can without going off into my own game idea (but its not easy). I want to implement multi-player but I have a feeling that will make things 100% worse so I may stick with single player.

My current feeling on releasing it is possibly free but that’s based on my own thoughts of it not being good enough. Time will tell