Hi bizilux, you can have something like that:
But it requires changes on engine source (it’s only couple lines change), so might not help your case.
Hi bizilux, you can have something like that:
But it requires changes on engine source (it’s only couple lines change), so might not help your case.
Yes it might not be ideal but i would still want to know how you made this, because its exactly what im looking for, any info that you can give me will be good
Im not a good programmer but i generaly understand code and what it does
Is there a way to run a logic every second or so while the editor is open? I ran into a nasty editor bug which I have difficulty reproducing at will. However the resulting data loss is easy to check for so it would be great if some blutility could be ticking and checking all the time. Some kind of an alert when the bug happens might help me find the reproduction steps.
on my List this is pretty high Prio … since there is no scripting in the Editor, automatism like asset Imports with material assignment or placing the assets in level are the big thing i really miss to build a decend max->ue4 pipeline
I’m also interested in automating creation/placement and material assignment for assets, so that I can read arbitrary scene descriptors from Maya/Max/whatever.
What is the currently recommended way to achieve this? Do I need to write a plugin? Or would you recommend using Blutilities/Blueprints? Currently, I’m unclear about how to get access to AddActor().
Thanks!
Ok, so I answered my own question. It’s relatively easy to create a plugin that will read a simple JSON scene descriptor, and place existing assets in the scene and assign materials (currently static mesh only, but skeletal should be doable). I should then extend it so that it automatically triggers an FBX export if those assets don’t yet exist in the Content Browser.
What sort of features would people want from such a plugin?? Would you also want to export from UE4 back to Maya, e.g. to do set dressing in UE4, and export geo only for animation reference?
Will report back once I’ve got the plugin in a better state
I have just started using Blutility, which auto-correct keeps changing to brutality and sounds like futility (which it is not). But I digress.
I get a crash consistently when I add an input to my Custom Event. I’m trying to pass through a word (which then would get built into a physical word if all goes well using blutility. I just thought I’d point that out, but i’ll work around that for now.
I really really like the idea for this tool. I feel like it’s a little gem that has been hidden, and only talked about by a handful of users on this thread when it can be so so much more. We need production tools like this that we can use in combo with blueprints instead of making our tools in C++.
how can we build more buzz and excitement about this tool? Can we rename it BluesTools? or something that doesn’t sound like futility? Can we put up a pay pal button so that we can send money and see it go to the top of development list? Can we vote? Hit like? Can we write a community wiki on our work with it so we can start sharing and build excitement?
I only have a little time this morning to test this more, have to get to my sons, but I did my first test which makes me excited. There are limitations already.
I think I attached an image of my tool so far, it will spawn an ActorClass, which I’m getting from a variable that I feed it. The problem I ran into to start is that I can’t refer to objects in my scene, so I cannot make an object reference. This is a big drawback, so I may get stuck at the next section of my tool where I want to generate trigger colliders, and make references to the objects that i generate in the game.
To get around the fact that i couldn’t make a reference to a target, I referenced the createWordActor that i added to my scene. This too is problematic because the intent is to use this tool over and over again. (Aside : I’m making a educational adventure game for kids, it involves building a lot of words throughout the game - that’s the point the work is so tedious and takes longer to build and test my words than it does to build a game level, i’ve calculated it will take me an eternity to put in the thousands of words I want to add to my game).
So I feel hopeful, but at the same time I’m already seeing the limitations of Blutility. If I cannot reference objects within my game then this could be a dead end. I’ll try more later, and by later I mean 6am tomorrow probably.
-finn
I read like half the thread so forgive me if you all went over this but can you run custom c++ BlueprintLibary functions from bluetility ? If so i think i found the way to implement my level editor.
I decided to do a little more work on this before I have to get my son to bed, I had five minutes to try an idea. The problem that was on my mind is that I couldn’t make a reference to the target in my scene where I wanted to generate my letter, in my new CreateWordActor blutility Actor.
So instead I created a variable called Target_1 in my CreateWordActor.
I set the variable type to Actor and then chose Reference as the type of Actor. I made the variable Editable, exposing it to my game editor.
As seen in the details when I have my CreateWordActor chosen in the editor, there is now a Target_1 that I can assign, and I grab the name of the target I want in my scene.
On the line above I chose the letter I want to generate (it’s a class because I want to use save game to save it, and i have variations on the alphabet for different reasons).
I hit run, and my letter came in precisely on target, facing forward. Best five minutes Ive spent in studio lately.
This is just a step towards generating a whole word more easily of course, and the variations on missing letters and the colliders I need, but since I am able to reference things I feel more confident that I can get what I need or at least very nearly everything from Blutility, which if true, will make my time creating much more enjoyable and stress free.
Anyway, I wanted to post this because I really can’t say how enough how valuable this tool will be. No C++ detour away from actually making my game. The ability to use blueprints I have already made, and generate things automatically by passing in the name of what I want… so much better, i was getting really bummed out at the prospect of doing this all manually.
So close to done with my Tool. I have been able to generate words easily, and then scatter my missing “pickup” letters the player has to find, as well as automatically plug in the transparent letters. It’s fun to do this and hit my button and do something that was taking me forty five minutes to set up, happen in five seconds.
I’m at the last stage now though. One of the things that gets added is that there is a “Letter collider” so if i have a missing letter it needs a collider that then has a blueprint attached that will test for what the player plugs in as acceptable or not and then plugs in the “solid letter”, solving that word.
I’ve had this working but I’ve been doing this stuff at the Blueprint for the game level, now I’m trying to pass information into my “Collider Letter” and this is where gaps in my UE4 knowledge slow me down, passing information with the castToBlah.
If anyone has any thoughts on what i may be doing wrong passing that information from the Collider Letter (OnComponentBeginOverlap ) to checking the Letter Pickup, that would be helpful. If i can wrap my head around this last bit I can add the rest of my logic to all letter colliders and setting up new words will basically be automatic cutting thousands of hours off of game production.
AFAIK this requires engine changes or a plugin.
I didn’t know what Blutility was until now, cool!
So I lost all of my bluetility scripts system wide. I ended up using bluetility in a project and pressed the “X” on the sub tab in bluetility. Even after resetting the cache for the project, resetting the uasset for the bluetility and looking for functions to try and re spawn the sub tab the sub tab is gone and all bluetility blueprints are broken in every project. Verified the engine twice and we have no idea how to move from here. It would be preferable to not re download the entire engine or rebuild the entire engine.
Using 4.11.1
Hello all,
Working with blutilities, I’m trying to generate a complex scene with a simple element replicated several times inside a blueprint, but when I change something, those elements disappear, and I can’t apply that changes to the original blueprint. I have tried with my simple mesh as static mesh, as instanced mesh and as blueprint, and I can generate de set of elements but not store that generation.
If anyone knows something about, I’ll be so pleased.
Thanks in advanced
Wow is true, closing the tab breaks the blutility xD I’m so glad I read about this bug, for me is a deal breaker, we are all humans so anyone could hit that X by mistake and then all your work is gone! I’m gonna sit and wait a few more months until Epic fix Blutility…
This has to be one of the most neglected features of UE4 at the moment. It is also the feature that has the most potential to bust the editor wide open for the more creative minded and less technical audience of UE4. Allowing for the creation of some really nice utilities and in editor tools.
Just had the exact issue described in Aug 2015 by bombmask (a couple of posts up). All functionality has been broken by closing the tab in the actual blutility window. That was a year ago! Come on guys. A little love would go a long way on this one.
For those still wondering how to overcome this issue, it is Layout that is responsible for the missing tab. Once closed, the layout is saved to the editor global settings and is therefore forever used. The tab itself, is created (just checked in the code), but it is immediately modified to fit the layout settings. To fix this, go to Window | Reset Layout… , this will reset the setting and bring everything back. Annoying, but a workaround that works for now.
EDIT: Make SURE that you have all windows (including the offending Blutility windows) closed before resetting your layout, otherwise this workaround will not work
Has the ‘closing tab’ problem been fixed?
Also I heard blutilities can make it impossible to package, is it true? I was thinking of using blutilities to place actual actor bps in world, as I can’t do it from construction script.