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    #61
    A little notification: Smart Spline Generator is on sale right now

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      #62
      Hello there, I've bought ur spline generato but I have a little problem with a large fps drop. When I place an Ivy into the map fps drop from 120 to 20. Is there any solution to fix that the ivy is changing continously the mesh after reloading the level? There's something that I can do for solve this problem?
      Thx guys! let me know.

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        #63
        Hi Slavq ,
        Considering buying the smart spline generator for a project i'm working on. What kind of access do i have to the splines created.
        Would i be able to modify the code for it to work in say a train based game ?
        What sort of custom parameter/tagging support does it have OOTB
        Thanks,

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          #64
          Originally posted by Slavq View Post
          I've submitted an update for 4.14 today. Besides 4.14 compatibility, it also adds target points:



          ... So now you can specify exactly to what point it should generate.

          Maybe it is a stupid question but I can't get the target point to work. I take a TargetPoint object, drag and drop it in the middle of the wall at the bridges examples.
          Then when I try to select the TargetPoint in the Spline Target Point section, nothing is listed? How I get the target point to be selectable?

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            #65
            Answering to my own question: you need i to use SplineTarget_BP and not TargetPoint actor. And it is not really working precisely.

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              #66
              For some reason I didn't get any notifications about your latest questions, sorry for that. I'm subscribed to this thread, but I didn't get any notifications anyway. Strange...

              Dreniel Please use the Merge Actors to merge it into a single mesh, it should help.

              singularaku It's 100% blueprint based and all the blueprints are available to you to modify. Every logic step is commented and clean, so it should be quite understandable.

              Nikkoid Good to hear that you've solved it. Yes, it's not 100% accurate, just like it's shown on the gif - it should get to the target point approximately and relatively close, so if you have some larger precision issues, please let me know and I'll investigate that.
              Last edited by Slavq; 03-15-2018, 02:10 PM.

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                #67
                Update for 4.19 is already being processed by Epic, it should appear soon. Along with 4.19 compatibility, there is a small update/clean-up:

                - Added SplineMesh Extend option. It extends start or end spline meshes to fix some too 'squished' meshes, e.g. on bridges.
                - Added SEED value (it's under General section) that works with random streams. This allows you to tweak parameters without regenerating the asset every time.
                You can also 'save' your favorite generation results this way, by typing in the SEED value.
                - Cleaned up Details panel by hiding unnecessary default UE variable categories.

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                  #68
                  Hi, I'm trying to use this plugin / set of blueprints but I get a blueprint compile error right after I add the objects to a blank project.
                  "The following member variables in blueprint 'Blueprint /Game/Blueprints/InternalLogic/StemSpline_BP.StemSpline_BP' have invalid type. Would you like to remove them?

                  Sub Stem Starters
                  Meshes to Spawn Along
                  Skel Meshes to Spawn Along"

                  have tried in 4.19.2 and 4.20

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                    #69
                    I don't get notifications about new replies here anymore, strange. If any issue arises, please contact me on the support email, just to be sure that I'll respond quickly.
                    About the latest issue: It was resolved via email, errors were caused by drag&dropping files into project instead of adding it via Launcher -> Add To Project.

                    Fun fact: trannamuct just posted a link to my pirated product with "Free download here: [link]" post. Looks like some people just don't have common decency

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                      #70
                      hello, i have really big map and i think it will crash my RAM.
                      I want to create socket on static mesh and then generate something on that socket. is it possible ?
                      Last edited by VashTheBrutal; 02-03-2019, 05:44 PM.

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                        #71
                        Good, I've got a notification this time, maybe the forums are improving.

                        Hello, you can spawn included presets using the Spawn Actor From Class, if you wish to do this in game. Then you can expose desired generation parameters via the Expose on Spawn variable checkbox. So getting a socket location and feeding it into the spawn transform should work, but every spawned asset needs some time to calculate all the geometry & surface alignment, so the larger the asset, the more lag it will cause.
                        In general, it's not designed to spawn in game, it's possible, but not recommended for larger amounts of assets. Especially that it's not possible to convert in-game-spawned assets to Static Meshes (which is heavily recommended for good performance).

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                          #72
                          Originally posted by Slavq View Post
                          Good, I've got a notification this time, maybe the forums are improving.

                          Hello, you can spawn included presets using the Spawn Actor From Class, if you wish to do this in game. Then you can expose desired generation parameters via the Expose on Spawn variable checkbox. So getting a socket location and feeding it into the spawn transform should work, but every spawned asset needs some time to calculate all the geometry & surface alignment, so the larger the asset, the more lag it will cause.
                          In general, it's not designed to spawn in game, it's possible, but not recommended for larger amounts of assets. Especially that it's not possible to convert in-game-spawned assets to Static Meshes (which is heavily recommended for good performance).
                          i just want to generate and create static from it.
                          Last edited by VashTheBrutal; 02-03-2019, 05:44 PM.

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                            #73
                            If you want to do that in editor (not in game) then it should be possible, using the Merge Actors tool by hand, after spawning. Still, each preset will introduce some lag when spawning, so it all depends on the amount of assets to spawn and their complexity.
                            But check if your solution works with in-editor spawning. E.g. it's possible to use Spawn Actor From Class in editor from button click (Blutility), but not in Construction Script.

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                              #74
                              Wow this is great!!! I just purchased the pack and it's awesome!

                              Do you know if it is possible to generate these splines at run time between two points? I have a character that I would like to swing around using vines that grow from his arms and I think these splines would be well suited to that task.

                              I've searched around for resources on how to accomplish this but have come up empty. If you know of any I would really appreciate it! Thanks!

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                                #75
                                Thanks, I'm glad that you like it!
                                To generate from specifiec point A to point B you can use the Target Actor feature. Demo is available in the Documentation_Basics map.
                                SSG was not designed to generate at runtime, but it's possible when you spawn a preset with Spawn Actor From Class node. So for example, you can expose the Target Actor variable to spawn ("Expose on Spawn" checkbox) and upon spawning, specify your target and spawn at your character location.
                                Please bear in mind that SSG needs collision enabled surface to generate, so it needs at least some start point with collision. You can even use invisible box colliders when needed.
                                I'm not sure what's your visual goal for this, but if you need dynamic physics simulated cables, then the UE Cable Component is worth trying. SSG is designed to generate static meshes.

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