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    #31
    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.

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      #32
      Example project link updated!

      https://drive.google.com/open?id=1LE...HfAZlG2ocW6M-d

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        #33
        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.

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          #34
          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.

          Click image for larger version  Name:	NotCompile.jpg Views:	1 Size:	320.1 KB ID:	1657711

          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.

          Last edited by ElizzaRF; 08-27-2019, 02:12 PM.

          Comment


            #35
            Originally posted by ElizzaRF View Post
            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.

            Click image for larger version Name:	NotCompile.jpg Views:	1 Size:	320.1 KB ID:	1657711

            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.
            Last edited by ElizzaRF; 08-29-2019, 02:20 AM.

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              #36

              I pushed update a few days ago, that should fix this

              Comment


                #37
                Originally posted by ILunin View Post
                I pushed update a few days ago, that should fix this
                Hi, ILunin!

                Thanks!

                Comment


                  #38
                  Hi,the editor gizmo looks much prettier than runtime one.Can you just use the same UI?

                  Comment


                    #39
                    Originally posted by xermao View Post
                    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

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