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MSSR ★ Modular Snap System Runtime Plugin

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  • replied
    Originally posted by unrealjin View Post


    Yeah, I have been trying to do it with this Snap plugin as well. Similar to the games like Fortnite, Russt, etc etc.

    Bring the green outline to the level and then snap to another piece, and on confirmed press button, it will spawn the mesh into the level. Instead of spawning actors and then move around with the actor together to snap it. Feels wrong since the game design be flawed due to situations.

    Have you manage to make this way like you mentioned?
    Hi unrealjin, you posted here too?

    I've started to make the example like those games you mentioned, so far with cubes. Adding new cube will show the preview first, then spawn the real cube when you confirm the placement, or delete it when you cancel.



    It feels pretty nice this way. But it's true that example would be better with real house parts. If somebody knows any house part meshes I can distribute with the example, like public domain or creative commons, let me know please
    Last edited by scha; 03-12-2020, 12:08 PM.

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  • replied
    Originally posted by rackley View Post
    Looks superior in a lot of ways to other runtime building plugins for unreal except for one small detail...

    In all of your videos and examples I've seen, the mesh has to exist before you can "snap" it on. Other marketplace build systems provide the blueprint for materializing the pieces out of thin air. What I mean by that is you choose a piece to add to your building or whatever it is you're constructing, it's brought in to the level as a green outline then snapped to another piece, then the normal material is applied. This is the typical user interaction for building houses, spaceships, etc. in games. The player does not typically have all the pieces just laying around on the ground to assemble stuff.

    It looks like this could be built on top of what I've seen in the demo videos but do you already have an example for something like this? If not, consider this a feature request. Is this something that can be accomplished with your plugin or is it for a completely different use case?

    Yeah, I have been trying to do it with this Snap plugin as well. Similar to the games like Fortnite, Russt, etc etc.

    Bring the green outline to the level and then snap to another piece, and on confirmed press button, it will spawn the mesh into the level. Instead of spawning actors and then move around with the actor together to snap it. Feels wrong since the game design be flawed due to situations.

    Have you manage to make this way like you mentioned?

    Leave a comment:


  • replied
    Originally posted by rackley View Post
    Looks superior in a lot of ways to other runtime building plugins for unreal except for one small detail...

    In all of your videos and examples I've seen, the mesh has to exist before you can "snap" it on. Other marketplace build systems provide the blueprint for materializing the pieces out of thin air. What I mean by that is you choose a piece to add to your building or whatever it is you're constructing, it's brought in to the level as a green outline then snapped to another piece, then the normal material is applied. This is the typical user interaction for building houses, spaceships, etc. in games. The player does not typically have all the pieces just laying around on the ground to assemble stuff.

    It looks like this could be built on top of what I've seen in the demo videos but do you already have an example for something like this? If not, consider this a feature request. Is this something that can be accomplished with your plugin or is it for a completely different use case?
    Hi rackley,

    Basically, there are two things. One thing is to spawn the new actor, and this part is easy. You can see an example in BP_PhGrabChar in the screenshot below. The other part is to manage the inventory of assets you can spawn, which includes the UMG menu, the icons, the "database" part and other stuff like that. And this is something different from snapping tool, it's really like an inventory system, it really depends on the rest of the game.

    I wanted to keep those examples very generic, so I didn't do anything like that.

    But, anyway, I will probably make a new example in the future with also this part. I' doing something like that right now in VR, like you can see here: https://twitter.com/games_inu/status...02974600568832
    Attached Files

    Leave a comment:


  • replied
    Looks superior in a lot of ways to other runtime building plugins for unreal except for one small detail...

    In all of your videos and examples I've seen, the mesh has to exist before you can "snap" it on. Other marketplace build systems provide the blueprint for materializing the pieces out of thin air. What I mean by that is you choose a piece to add to your building or whatever it is you're constructing, it's brought in to the level as a green outline then snapped to another piece, then the normal material is applied. This is the typical user interaction for building houses, spaceships, etc. in games. The player does not typically have all the pieces just laying around on the ground to assemble stuff.

    It looks like this could be built on top of what I've seen in the demo videos but do you already have an example for something like this? If not, consider this a feature request. Is this something that can be accomplished with your plugin or is it for a completely different use case?

    Leave a comment:


  • replied
    Originally posted by scha View Post
    Hi Rolento



    45s video is just a joke, you find longer ones here: https://www.youtube.com/playlist?lis...CK_OjALl4E9lM8 and you also have example project with different example pawns here: https://inugames.itch.io/mssr-demos
    Thanks

    looks like I didnt get the joke lol

    Leave a comment:


  • replied
    Hi Rolento

    Originally posted by Rolento View Post
    Hey i looked at your 45 second video to create a pawn that works with the system, and I cannot find any detailed pictures or info on the blueprint nodes you copied + connected in the pawn? is there a place I can find this?

    thanks, loving it so far
    45s video is just a joke, you find longer ones here: https://www.youtube.com/playlist?lis...CK_OjALl4E9lM8 and you also have example project with different example pawns here: https://inugames.itch.io/mssr-demos

    Leave a comment:


  • replied
    Hey i looked at your 45 second video to create a pawn that works with the system, and I cannot find any detailed pictures or info on the blueprint nodes you copied + connected in the pawn? is there a place I can find this?

    thanks, loving it so far

    Leave a comment:


  • replied
    Check it out: somebody used MSSR plugin in an AR app on iPad: https://twitter.com/LideTark/status/1217993491701088262


    Steps to build MSSR for IOS, Android or other unsupported platform:

    1. Copy the plugin to your project: from UE_4.24/Engine/Plugins/Marketplace/MSSR to your project/Plugins/MSSR
    2. Edit MSSR.uproject file in your project and add the platform in WhitelistPlatform list. "IOS" or "Android", etc. depending on your target.
    3. To avoid conflicts uninstall the engine's MSSR plugin
    4. Rebuild your project

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  • replied
    Hi and Happy new year!

    We got our hands on Oculus Quest finally, and, with some adjustments, was able to run MSSR VR demo on it.



    So, what we did is:
    1. Follow this guide to create and deploy a UE4 project on Oculus Quest:
      https://developer.oculus.com/documen...t-guide-quest/ (only tested in 4.24, probably will not work in 4.22 and earlier versions)
    2. Migrate MotionControllerMap2 and it's dependencies from MSSRVR project to the Quest project (don't forget to move Config/DefaultInput.ini too)
    3. Go to the UE4.24 Plugins folder (C:\Program Files\Epic Games\UE_4.24\Engine\Plugins\Marketplace) and copy paste the MSSR plugin into your project's Plugins folder.
    4. In your folder edit MSSR.uplugin and add "Android" to the "WhitelistPlatforms" section.
    5. Open the project and in BP_MotionControllerDetach modifiy the preview actor init like the screenshot bellow. This is because the async (multithread) preview is not working well on Quest. Probably there is not enough cores on this thing. Switching to sync preview with a delay of 0.4s seems to run at max fps. To investigate...
    Click image for larger version  Name:	Annotation-20200104-194439.jpg Views:	0 Size:	97.9 KB ID:	1704363

    That's it. If everything works alright I will add Android as supported platform to the plugin later.
    Last edited by scha; 01-04-2020, 03:03 PM.

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  • replied
    Originally posted by simmmo View Post
    Hey, this plugin looks great and has inspired me! I tried the playable demo showcase and it works amazingly! I have a question about the kind of use I have in mind for it:

    I'm wondering how it handles two sockets on the same side of an object, for instance if you wanted to connect bricks to make a wall, offseting each layer, or even making a corner with the bricks by rotating 90 degrees. I drew a quick diagram to show the kind of behavior I'd expect to happen, and if it's not default would it be something I could implement easily? (The red lines are sockets, green is the placement preview)

    Click image for larger version

Name:	snap.png
Views:	146
Size:	23.9 KB
ID:	1702036

    Thanks! Hope you had a great holidays
    Hi Simmmo,

    The socket matching and snapping is always one to one. There is no special handling for two sockets on one face, the plugin will just pick the closest matching pair: one on the green brick and one on the black one, then use that pair to make calculations. So all the options on your schema will work. You need to give compatible names to those sockets, like Brick_0, Brick_1, etc. and they will snap together like you expect.

    Thank you
    Stan

    Leave a comment:


  • replied
    Hey, this plugin looks great and has inspired me! I tried the playable demo showcase and it works amazingly! I have a question about the kind of use I have in mind for it:

    I'm wondering how it handles two sockets on the same side of an object, for instance if you wanted to connect bricks to make a wall, offseting each layer, or even making a corner with the bricks by rotating 90 degrees. I drew a quick diagram to show the kind of behavior I'd expect to happen, and if it's not default would it be something I could implement easily? (The red lines are sockets, green is the placement preview)

    Click image for larger version

Name:	snap.png
Views:	146
Size:	23.9 KB
ID:	1702036

    Thanks! Hope you had a great holidays

    Leave a comment:


  • replied
    Update v.1.1.1 submitted to the marketplace, should be released soon.
    • UE4.24 compatibility
    • Fixed bug in SnapComponents method
    • SnapComponents treats "SnapAttachedToo" parameter correctly
    • Added SnapComponentsAsync node
    • Added PreviewComponents method to BP_MSSRPreviewActor
    • Fixed a bug in async methods which appeared when both source and target components moved quickly during the search.

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  • replied
    The variable is called "PreviewMaterial", and you can see examples in MSSR plugin content, Materials folder (you need to check "Show plugin content" in Content browser properties.
    If you need to make your own material you need a parameter called "Visible" which is the opacity of the preview. BP_MSSRPreviewActor will use this to hide/show the preview.
    Attached Files

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  • replied
    Oh, so it's the Static Mesh property, not MSSR related. Thank you.

    Another quick question: I couldn't find the material variable in preview actor. How can I override M_PreviewMSSR without changing the plugin source files via variables? Where do I set it?

    Leave a comment:


  • replied
    Originally posted by Arkhemor View Post
    > Cubes have depenetration speed set to a reasonable value

    How can I set the depenetration speed manually in the project I derived from your previous project (MSSRVRv2)? I would like to fix that only before the next iteration.
    It's in Static Mesh>Physics>Max Depenetration Speed property of a mesh. I set to something like 100, which is 1m/s

    Leave a comment:

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