Announcement

Collapse
No announcement yet.

[FEATURE REQUEST] Custom volumes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by KVogler View Post
    Unfortunately Im a total dimwit when it comes to C++, let alone the unreal flavored one here...
    hmmm. I wonder if you can extend AVolume through BP? It may be possible....

    Edit:
    nevermind, you can't directly extend Volume in BP. You can, however, create an empty c++ class that extends Volume (through the c++ wizard), make it Blueprintable, and THEN extend that through BP. But when I placed that in the scene, I couldn't see the volume brush. Not sure what's going on. Dragging the c++ actor into the scene works well, but not the BP

    I guess there's probably a reason why Volumes aren't Blueprintable in the first place
    Last edited by Philippe St-Amand; 06-20-2016, 05:01 PM.

    Leave a comment:


  • replied
    [MENTION=1680]motorsep[/MENTION] I think this is like my Purpleprint ?
    https://forums.unrealengine.com/show...e-4-amp-Urho3D
    https://forums.unrealengine.com/show...-Kit-by-Hevedy

    Leave a comment:


  • replied
    What's the status of this request? (seems like "long forgotten")

    Leave a comment:


  • replied
    You're very welcome.

    Leave a comment:


  • replied
    I have submitted a feature request to our developers. The reference for this report is: UE-15664
    Thanks a lot Samantha

    Leave a comment:


  • replied
    Hey KVogler,

    Thanks for the idea on custom volumes. I have submitted a feature request to our developers. The reference for this report is: UE-2061

    Have a wonderful day!
    Last edited by Samantha Sutton; 05-15-2015, 05:36 PM.

    Leave a comment:


  • replied
    Seconding this, because volumes are Brush actors meaning they can have their vertices repositioned within the editor, while ordinary blueprints with colliders as their root cannot.
    It's often very handy to be able to stretch vertices for [...] volumes so they can be shaped to fit spaces more precisely
    Precisely that is the idea behind it

    Leave a comment:


  • replied
    I added something similar here: https://forums.unrealengine.com/show...&highlight=bsp
    You select the shape of the brush and the the type of brush and you can set the materials to the brushes trigger.

    Leave a comment:


  • replied
    Seconding this, because volumes are Brush actors meaning they can have their vertices repositioned within the editor, while ordinary blueprints with colliders as their root cannot.

    It's often very handy to be able to stretch vertices for trigger volumes so they can be shaped to fit spaces more precisely without leaving portions of an area uncovered or clipping through geometry to activate on the other side of walls if too close. I have actors with associated trigger overlaps which are currently set via Transform vars with gizmos but it would be cool if the triggers for those actors could be manipulated the way brushes are.

    Leave a comment:


  • replied
    There is an option to "show 3d widget" on vectors. I use that
    Thanks for the tip. Ill try that
    If I have questions, Ill ask

    Edit: Ok already got one
    How can you check if an actor is placed within a volume from within the actors construction script?
    Or in other words: how can the actor find out about what volume it is in? Using no blutilities or runtime events that require begin play or tick....?
    Last edited by KVogler; 05-09-2015, 09:39 PM.

    Leave a comment:


  • replied
    I do the same thing with lifts. I use the "show 3d widget" on the lift destination vector and I can see where its going to go. I even implement a preview Boolean that moves the lift to the diamond if checked and the game isn't running. I use event begin play to make sure its back at origin.

    Leave a comment:


  • replied
    There is an option to "show 3d widget" on vectors. I use that. The point of origin is one corner of the volume. The diamond marks the other corner. You can select the diamond and move it around. With my setup the volume between the origin and the diamond are automatically determined.

    Leave a comment:


  • replied
    extending the AVolume class in C++.
    Unfortunately Im a total dimwit when it comes to C++, let alone the unreal flavored one here...

    Leave a comment:


  • replied
    You can already create custom volumes by extending the AVolume class in C++.

    Leave a comment:


  • replied
    I have a blueprint that contains a box component and a vector.
    But then you need to punch in numbers for the vector, right?
    I thought about a convienient way of placing and shaping them. Like LightmassImportance volumes.
    Easy resizing like a brush...
    Yes, I want to be spoiled
    Last edited by KVogler; 05-09-2015, 09:35 PM.

    Leave a comment:

Working...
X