I absolutely with Saveremreve with this question - need coordinates system where “X” and “Y” vecotrs are dynamic calculated from current height “Z”, taking it as a sphere radius. Not just walking - flying around spheres on different altitudes. Thank You.
There is no polar coordinates. Read this for details Runtime Transform Gizmos Tool for UE4
In the near future I am going to record videos with explanations and examples. As well as example project
Hey there, this looks very good. How is the development for runtime gizmo going? When will you include this in your plugin?
You already can use it in runtime. I haven’t done the documentation and tutorials yet. Here is the example project for 4.21 ( TransformToolExample421.7z - Google Drive )
There are 3 base actor classes for gizmos . And probably i will add a bunch of features and examples, also probably scale gizmo base class is redundant. Take a look in example project, feel free to ask details.
Hey, Thanks for making this plugin, Ill check it out tommorow. Does it also have angle snapping?
I advice you to update the description page of your project to include runtime.
For me it’s really crucial and i only bought your plugin because of runtime, but i had to look at the forums to know that your plugin support runtime. But i don’t know if most people would bother checking the forums.
I’ve bought your system, could you please provide a tutorial on how to implement it at runtime for actors.
I’m a bit busy now, sorry. I will make video tutorials and text version. Now your best option is to check example project i’ve provided, you will find basic setup there
that’s not really helpful, I’ll do what i could.
Still No tutorial to setup Runtime Gizmos? It’s really hard even after following your example project.
Any progress on the runtime gizmo tutorials/examples? Really would help smooth the adoption of this plugin by developers.
On a separate issue, after enabling the plugin, I’m able to manipulate any skeletal mesh on a Windows machine in runtime (as indicated by the handles showing up on any static mesh I click and the transform tool menu choices showing up in the screen upper right just like they do in the editor). However, I really need to use it on a linux box. Since Marketplace doesn’t exist on Linux, I copied the plugin out of the Windows machine’s engine plugin marketplace directory and plopped it into the same relative directory on my linux box. After starting Unreal Editor, the process sees the new plugin and forces a restart of UE. After that I can see in the editor’s Plugins menu that Transform Tool Plugin is enabled, but the Transform Tool tab doesn’t show up as a “Modes” tab in the editor. Likewise, the runtime tools don’t activate. I’m running with 4.21.2, same as on the windows machine.
Example project link updated!
So hey, I grabbed the plugin, I was just wondering:
Would it be possible to make it so that the arcball for free rotation is possible to grab while translucent selection is off?
I was wondering why on earth the arcball wouldn’t work, while the screen-space variant did. (Translucent selection was off, but the gizmos and handle worked just fine, just not the arcball.)
It’s not a huge thing, but it would be nice to have, since I usually have translucent selection off.
Hi, Ilgar Lunin!
I recently purchased a plugin and am trying to compile the project under win64. An error occurs during compilation. Can you tell me what you need to do, maybe what settings to compile the project?
Your project that you sent via the link is also not compiled for runtime.
Engine version 4.22.
UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(47) :
LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(118) :
LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(124) :
LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
UATHelper: Packaging (Windows (64-bit)): E:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/TransformTool/Source/TransformToolRuntime/Classes/GizmoBase.h(128) :
LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
ENG:
Ilgar Lunin,
I was able to make changes to the code, and I was able to compile everything.
Please edit the file GizmoBase.h and add categories to the UFUNCTION(BlueprintPure, Category = “Gizmo”), otherwise the project will not compile.
Please make a fix and release the update.
RUS:
Ильгар Лунин,
Я смог внести изменения в код и скомпилировать проект.
Пожалуйста, отредактируйте файл GizmoBase.h и вручную добавьте категории в UFUNCTION(BlueprintPure, Category = “Gizmo”), иначе проект не будет компилироваться.
Пожалуйста, сделайте исправление и выпустите обновление, чтобы не приходилось вручную исправлять код в плагине.
I pushed update a few days ago, that should fix this
Hi, ILunin!
Thanks!
Hi,the editor gizmo looks much prettier than runtime one.Can you just use the same UI?
The idea of runtime is to have whatever appearance you want. You can model it in your favorite 3d package
Hi, do I get the source code if I buy this plugin?