Sparse Spatial Grid Plugin by Stormtide Ltd.

I am on 4.26 - Looking at my plugin list says that I am on version 2.1 - I am guessing isn’t the newest version ?

Epic Launcher is not prompting me about any newer versions at all though. - I bought plugin about 5 days ago, so would assume I would have been on the latest version.

Edit: Just tried uninstalling and reinstalling from the marketplace, just to make sure - and version is still 2.1 - and im still experiencing the issue unfortunately :frowning:

@Zoin - Sorry about this, for some reason the Marketplace has the wrong version not the most recent one. Someone just reached out to me about it, I’m updating it now to include the fix for the toolbar!

If you want to fix it locally in the meantime and recompile the plugin, open ST_SparseGridToolkitWidget.cpp and change the following:

FToolBarBuilder HeaderToolbar = FUniformToolBarBuilder(InCommandList, FMultiBoxCustomization::None, nullptr, true);
To:
FToolBarBuilder HeaderToolbar = FToolBarBuilder(InCommandList, FMultiBoxCustomization::None, nullptr, true);

Version 2.2.1 has been published for UE 4.26 and UE 4.27. This adds 4.27 support and also fixes a long-standing bug with cone based queries.

I’m planning to deprecate all prior versions currently, unless anybody particularly needs them? With UE5 on the Horizon and UE4 reaching an EOL-phase, this may be the last update for some time.

1 Like

I recently purchased this product.
When I get FST_GridRef2D from CellID, I get the following result.
(I tried with a 12x12 Grid)

Cell Id 0 => 0, 0
Cell Id 1 => 0, 0

Cell Id 4 => 4, 0
Cell Id 5 => 4, 0

Cell Id 8 => 8, 0
Cell Id 9 => 8, 0

Cell Id 12 => 12, 1
Cell Id 13 => 12, 1

Also, the first CellID does not match the second CellID when converted as follows.
CellID->FST_GridRef2D->CellID

Hope to see 5.0 version of this. Spatial Grid been excellent tool to do custom AI perception and commit other queries. Feels like there is no CPU hit at all. Essential.

I’ll start investigating a 5.0 version soon. The difficulty now is support large worlds, I’ll need to rethink things a bit :slight_smile:

Sparse Grid came about as a side-product from one of my projects which is not yet in UE5.0, it might be some time before I get around to it if at all.

Cool, :slight_smile: for me the UE4 way would be enough. Having 1200000 sized map (8k * 135scale), all loaded all the time expect engine cuts what is seen. 101x98 cells, 16000cell size, register alloc size 128, cell alloc size 16. I can pay 150 dollars for the effort if you manage to convert the plugin near week. :wink: Looking into getting my project into UE5. I would need to learn some more C++ to look into how the query is made. I used something bit similar method in arma3 mod; diving location with cell size and placing static actors in arrays. Not sure if it was really working and with moving actors I dont know how it works yet. :smiley:

I got the plugin working in UE5 :). Had 2 errors from some small UE5 changes. Googled fix for both.