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Prefab Tool - Prefab Support for Unreal Engine

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    #31
    Prefab Tool is now available on itch.io
    | twitter | github | #ue4tip

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      #32
      1. This support BSP content ? Triggers and collisions ?

      2. The Blueprints into an Prefabs replicates properly over the net the physics etc ?

      3. A Prefab with Blueprints that communicate between, can work with multiple isntaces of the same and working all in correct way ?
      Last edited by Hevedy; 06-04-2017, 01:11 PM.
      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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        #33
        Hi [MENTION=3251]Hevedy[/MENTION], BSP brush is not supported, Trigger and Volume are supported. As Prefab is base on actor hierarchy (when you darg a prefab asset into level, it become parent of all stored children actors), BSP brushes can't be attached to another actor.
        | twitter | github | #ue4tip

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          #34
          Originally posted by Nate View Post
          Hi [MENTION=3251]Hevedy[/MENTION], BSP brush is not supported, Trigger and Volume are supported. As Prefab is base on actor hierarchy (when you darg a prefab asset into level, it become parent of all stored children actors), BSP brushes can't be attached to another actor.
          Mmm that is bad then, the whole point of Dead Island 2 was support the triggers of the editor that actually based in BSP and BSP as collisions added in the editor, not the shapes.

          Anyway good job.
          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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            #35
            [MENTION=3251]Hevedy[/MENTION], sorry that I did not state it more clearer, All Volumes (including Trigers Volume, Collision / Blocking Volumes) which base on brushes are supported. What I refer as BSP brushes are those "Geometry" brushes you found in the "Geometry" tab.

            Click image for larger version

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            Last edited by Nate; 06-04-2017, 01:46 PM.
            | twitter | github | #ue4tip

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              #36
              Looks Awesome - Is there any downside to buying from Itch?

              Was gonna wait for Marketplace release... but worried it will take them a long time....
              https://www.casualdistractiongames.com

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                #37
                [MENTION=11900]OptimisticMonkey[/MENTION], some pros and cons I can think of: (The code plugin review process is slow right now, someone's has gone through 3 months code review time and still waiting, my another plugin is in it's 2nd month also still pending.)

                Buying from UE marketplace:

                Pro:
                • Integrated with Launcer, plugin will be installed to engine automatically
                • Precompiled binaries for all available platforms are built by Epic


                Con:
                • Slow update period, might took days or weeks for new update go live


                Buying from itch.io:


                Pro:
                • Always update to newest version at first time



                Con:
                • Have to install to engine manually by unzip to engine plugin folder
                • Precompiled binaries for Windows and Android only, other platforms need to build from source (as I only have windows and android build environment right now)
                | twitter | github | #ue4tip

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                  #38
                  [WIP] Adding experimental BSP Brush (Geometry brushes) support

                  Click image for larger version

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                  | twitter | github | #ue4tip

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                    #39
                    [WIP] Adding experimental BSP Brush (Geometry brushes) support CONT.

                    | twitter | github | #ue4tip

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                      #40
                      Hello there

                      I bought your Plugin and I have encountered a behavior that I needed to report here.

                      I modified the name of a Blueprint Asset (an EnemyCharacter) and it created a Redirector asset.
                      This EnemyCharacter was used in several saved Prefabs.

                      I tried to right-click the redirector and fix it up (as I do each and everytime I encounter this behavior) but it wouldn't fix itself (note that I'm working under version control with Tortoise SVN).

                      The outputlog reported yellow warning regarding assets that would be connected to the EnemyCharacter but wasn't in use anymore and it just didn't fix itself.

                      I could fix it after I removed each reference of that EnemyCharacter in every Prefabs referencing it.

                      If you have any lead on what might be causing this, I'd be glad to hear them


                      In the meantime, have a good day ladies and gentlemen.

                      EDIT: If you don't know what a redirector is, it's an hidden and gray assets which automatically pops when renaming / moving assets used in at least two different places in your project. You can reveal it by filtring "Miscellaneous / Redirectors" in the project hierarchy.

                      EDIT2: New question \o/
                      Is it possible to add all components of a prefab to a Blueprint? (I know that I can't add it as an actor component - since it is not one)
                      The better way I found is to drop the Prefab on an empty scene and convert all of its components to a Blueprint class but that's not convenient if you have to do it a lot of times.
                      Last edited by Yun-Kun; 06-22-2017, 02:57 AM.
                      [Released] Multiplayer Combat Editor
                      A-RPG Sacred Swords
                      Youtube Tutorials

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                        #41
                        [MENTION=32515]Yun-Kun[/MENTION], sorry for the issue you encountered. Prefab Tool should be able to deal with redirectors behind the scene, but there was a bug that prevent blueprint redirectors been fixed when it's renamed. Thanks a lot for bring that to my attention. I'll make a quick fix build to itch.

                        Regarding your 2nd question, say if you have a prefab contains 2 actors, do you mean create a blueprint with 2 child actor components, or you mean create a blueprint with components copied from these 2 actors?
                        | twitter | github | #ue4tip

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                          #42
                          Prefab 1.0.2 Updated. Get it from itch

                          Change Log
                          1.0.2
                          ------------------
                          * Add Prefab in Create Basic Asset category
                          * Fixed bug blueprint archetype stored in preab asset references table, preventing redirectors been fixup
                          * Fixed bug prefab thumbnail preview scene holding up preview actor references unnecessary‚Äč
                          | twitter | github | #ue4tip

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                            #43
                            [MENTION=32515]Yun-Kun[/MENTION], to fixed the blueprint rename issue with 1.0.3 version:

                            1. Rename Blueprint Asset back to original name when Prefab was created
                            2. Drag the prefab to level, verify if it's in right state, then click "Apply" to update prefab content
                            3. Then you can rename Blueprint Asset to new name, and fix up redirectors

                            Let me know if there's still any issues
                            | twitter | github | #ue4tip

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                              #44
                              Wow, so fast and efficient! Thank you very much for your quick answers and the bug fix!

                              We're going to check it out tomorrow and I'll let you know how it goes

                              Regarding your 2nd question, say if you have a prefab contains 2 actors, do you mean create a blueprint with 2 child actor components, or you mean create a blueprint with components copied from these 2 actors?
                              I mean create a blueprint with components copied from these 2 prefabs.

                              The idea would be to convert the prefab into a Blueprint actor (in the limits of what can possibly be transfered this way).
                              Each component of the prefab would turn into a single Blueprint of the Actor type (much like the "blueprint -> convert selected actors to blueprint class" feature).
                              It would give me an Actor Blueprint with all components that were inside the prefab initially.
                              Last edited by Yun-Kun; 06-23-2017, 02:56 AM.
                              [Released] Multiplayer Combat Editor
                              A-RPG Sacred Swords
                              Youtube Tutorials

                              Comment


                                #45
                                Hey [MENTION=702]Nate[/MENTION] -

                                I am using a plugin called HammUEr right now.

                                Would Prefab Tool support meshes imported by hammUEr?

                                Just curious here.

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