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    [SUPPORT] Grid Creation Systems

    Hi everyone, I just released a new product on the Unreal Engine Marketplace. Grid Creation Systems is a collection of blueprints that allow you to quickly set up grid systems for your games.


    You can choose from a varied list of grid configurations including the basic cuboid and circular grids, the more advanced longitude-latitude based spherical grids, or even offbeat patterns like the hollow square and flying wedge. Simply drag & drop the grid configuration of your choice into the level & start customizing right away!


    Right now it supports the creation of following grid configurations:
    • Rectangular/Square Configuration
    • Cuboid Configuration
    • Circular Configuration
    • Spherical Configuration (using longitude/latitude points)
    • Square Pyramid Configuration
    • Hollow Square Configuration
    • Flying Wedge Configuration

    And I plan to add a few more configurations over the coming weeks. Will post videos of them soon. You can get all the latest updates either through this forum thread or the Grid Creation System youtube playlist: https://www.youtube.com/playlist?lis...sU9X3z9QnZq3wK


    Also here are some screenshots of the various grid types:

    Click image for larger version  Name:	Store_GCS_screenshot_2.jpg Views:	1 Size:	203.7 KB ID:	1659061

    Click image for larger version  Name:	Store_GCS_screenshot_3.jpg Views:	1 Size:	183.2 KB ID:	1659062

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    Click image for larger version  Name:	Store_GCS_screenshot_4.jpg Views:	1 Size:	272.7 KB ID:	1659064

    Click image for larger version  Name:	Store_GCS_screenshot_6.jpg Views:	1 Size:	204.1 KB ID:	1659065

    Click image for larger version  Name:	Store_GCS_screenshot_5.jpg Views:	1 Size:	183.2 KB ID:	1659066


    Please feel free to leave your suggestions & feedback as it will definitely be valuable in improving the product in future updates. Alternatively, you can also reach me through the support email id: rohit_kotiveetil@outlook.com.
    Last edited by Stormrage256; 09-19-2019, 02:13 AM.
    Blog | Youtube
    NEW:
    Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

    #2
    Update Logs:
    Last edited by Stormrage256; 09-19-2019, 02:34 AM.
    Blog | Youtube
    NEW:
    Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

    Comment


      #3
      Getting Started:


      Cuboid:

      Can be used to create both rectangular/square as well as cuboid grids.
      • Grid Count X/Y/Z - Number of Grid Points along local X/Y/Z axis [Z=1 gives a planar grid on local XY plane]
      • Grid Size X/Y/Z - Dimensions of an individual Grid Cell along local X/Y/Z axis [Does not scale visualization meshes; Check common parameters section for scale control]
      Click image for larger version  Name:	cuboid.jpg Views:	1 Size:	434.8 KB ID:	1659130


      Circle:

      Can be used to create full/partial circular grids.
      • Grid Count - Number of equally spaced Grid Points along the Circular Arc
      • Radius - Radius of the Circular Arc
      • Central Angle - Angle subtended by the Circular Arc at the Center [360 = Full Cirle; <360 = Partial Circle]
      Click image for larger version  Name:	circle.jpg Views:	1 Size:	427.8 KB ID:	1659131


      Sphere:

      Can be used to create Grid Points along the Longitude-Latitude lines of a Sphere.
      • Longitude Grid Count - Number of Grid Points along Longitude lines
      • Latitude Grid Count - Number of Grid Points along Latitude lines
      • Radius - Radius of the Sphere
      • Longitude Angle - Angle traced by Longitude lines along a Spherical surface
      • Starting Latitude Angle - Angle of the Northernmost Latitude plane
      • Ending Latitude Angle - Angle of the Southernmost Latitude plane
      Click image for larger version  Name:	sphere.jpg Views:	1 Size:	461.3 KB ID:	1659132


      Hollow Square:

      Can be used to create Grid Points in a Hollow Square formation.
      • Outer Square Grid Count - Number of Grid Points on each side of the Outer Square
      • Rank Count - Number of Square Patterns starting from the Outermost Square
      • Grid Size - Dimensions of the side of an individual (square-shaped) Grid Cell [Does not scale visualization meshes; Check common parameters section for scale control]
      Click image for larger version  Name:	hsq.jpg Views:	1 Size:	417.0 KB ID:	1659133


      Flying Wedge:

      Can be used to create Grid Points in a Flying Wedge formation.
      • Number of Rows - Number of rows of grids from Apex to Base of the Triangle
      • Grid Count Increments - Additional Grid Points per row from Apex to Base of the Triangle
      • Grid Size X/Y - Dimensions of an individual Grid Cell along local X/Y axis [Does not scale visualization meshes; Check common parameters section for scale control]
      Click image for larger version  Name:	fw.jpg Views:	1 Size:	416.3 KB ID:	1659134



      The following parameters are common to all types of grid creation classes and are used to visualize the Grid Points using Instanced Static Meshes:
      • Visualize Grid Points? - Set to True if you want to visualize the Grid Points
      • Visualization Mesh - Static Mesh used by the Instanced Static Mesh component
      • Visualization Mesh Scale - Scale of the mesh used for visualization
      Last edited by Stormrage256; 08-31-2019, 08:28 AM.
      Blog | Youtube
      NEW:
      Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

      Comment


        #4
        I have a few suggestions - add the ability to create individual instances so they can be replaced with other things - have you thought about adding animation to the systems like mograph in cinema4d ? can someone please do that - there are so many tools like this on the marketplace and they only go to level 1 and they all seem to be missing needed components - mograph is like level 3 - and theres the new field system in Unreal so you could potentially have the same kind of volume selections in a visual gadget ?? - also what about generating polygons and lines between the objects like plexus - and being able to add noises to the total shape of the system - again if you could animate the noise thru it that would open immense capabilities for motion design usage . esp if you could control all the parameters in Sequencer for how its arrayed --I'm an artist so doing it myself is not really possible - I'd have to pay someone else as I am sure many others would too but I would pay $30+ for that tech easy - there is no procedural animation tech on the marketplace that lets you pump a modulation into a parameter to animate - big missing piece of digital production tech that is everywhere in DLC packages but for some reason missing from game creation software (ref signal from greyscale gorilla) - and obviously people make their own but if you are an artist just learning or doing digital film stuff it's not gonna happen unless you pay someone and that creates a huge roadblock for incoming users

        Comment


          #5
          Hi Arcane, thanks for the suggestions. I'm not familiar with animation systems since my work experience is mostly focused around blueprints and programming. So we're kind of on the same boat there.

          But regarding the ability to create individual instances, consider that done. Both static mesh & skeletal mesh visualization options will be added in the first update along with a new grid configuration.
          Blog | Youtube
          NEW:
          Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

          Comment


            #6
            The v1.1 update has been submitted to the Marketplace.

            ChangeLog:

            1. Added a new Grid Configuration: Square Pyramids



            2. Added support for spawning actors at grid points instead of using the default instances static meshes. To enable this feature, simply call the new SpawnActorsAtGridPoints function at Event Begin Play of the grid creator blueprint.

            The actor class can be specified through the SpawnActorClass variable in the grid creator blueprints.

            Click image for larger version  Name:	GridActors.jpg Views:	1 Size:	436.6 KB ID:	1663272
            Blog | Youtube
            NEW:
            Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

            Comment


              #7
              The v1.1 update has gone live on the Marketplace. Grid Creation Systems is now compatible with v4.23 as well.

              Arcane You can now populate the grid points with individual instances of actors including skeletal mesh actors & characters. Here's an example of it being used with the character class from Top Down Template:

              Click image for larger version

Name:	chargridtest.jpg
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ID:	1666484

              You can set it up by following the instructions listed in the previous post (https://forums.unrealengine.com/unre...71#post1663271). Doing so will delete the instanced static meshes and spawn new actors at grid points.
              Blog | Youtube
              NEW:
              Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

              Comment


                #8
                Hi, I've started work on the v1.2 update for Grid Creation Systems. The initial plan was to add a new Grid Configuration, but I received some feature requests that could add a lot of utility to all existing configurations. The most interesting one of the lot was to have helper functions that return grid cells that satisfy certain specific conditions.

                For example, a function that returns all grid cells in a particular row of a Rectangular configuration, or perhaps one that returns all grid points along a longitudinal plane on a Spherical configuration.

                So I decided to focus this update on adding helper functions for all existing grid configurations, and then proceed to go ahead with the original plan of adding new configurations in subsequent updates. Starting with the Rectangle configuration, it'll be receiving three new helper functions as part of the update:
                • GetAllGridCellsAt(X)
                • GetAllGridCellsAt(Y)
                • GetGridCellAt(X&Y)
                Also included in the update will be new In-Editor Visualization options for these functions as shown in the preview below:


                I'll share the progress after completing work on the other configurations. Meanwhile, I'm always looking for new ways to improve Grid Creation Systems. So feel free to share your feedback & suggestions.
                Blog | Youtube
                NEW:
                Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

                Comment


                  #9
                  New helper function for Circular Grid Configuration coming in the v1.2 update:
                  • GetAllGridPointsInSector

                  Here is an In-Editor Visualization using exposed functions:

                  Blog | Youtube
                  NEW:
                  Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

                  Comment


                    #10
                    Finished work on the new helper function for Flying Wedge Configuration:
                    • GetAllGridPointsInRow

                      Preview:
                    Blog | Youtube
                    NEW:
                    Tower Defense Starter Kit (v2.10) | Flying Wedge Grid Formation | Ricochet Rounds

                    Comment

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