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    #76
    SSG is on sale right now, along with my other tools: https://www.unrealengine.com/marketp...file/S.+Krezel

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      #77
      hello i recently purchased this powerful tool...but i cant figure out how it works lol i am using it to place ivy from a palace to another one but looks like the spline blueprint is not working as other spline generator... I can't drag the white square from pivot to add more mesh at spline like usually spline generator do... i need to place the spline from a point A to B anybody can help me? thx

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        #78
        Originally posted by Pellaaa93 View Post
        hello i recently purchased this powerful tool...but i cant figure out how it works lol i am using it to place ivy from a palace to another one but looks like the spline blueprint is not working as other spline generator... I can't drag the white square from pivot to add more mesh at spline like usually spline generator do... i need to place the spline from a point A to B anybody can help me? thx
        Hey, just drag & drop, then tweak the parameters. There's not much more than that. Each parameter has a tooltip with a description.
        To make a spline from point A to point B, you can use the "Target Point" feature. You can see the example in the first demo map.

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          #79
          Hello, Marketplace can't reply Question now
          I have one more question.
          Can I assign 2 meshes to one spline?
          I wanna make a road spline between A and B and if there bridge , distinguish A(Road Mesh) and B( Bridge Mesh)

          and Thanks Quickly Answer!

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            #80
            Originally posted by LittleBoy_r7 View Post
            Hello, Marketplace can't reply Question now
            I have one more question.
            Can I assign 2 meshes to one spline?
            I wanna make a road spline between A and B and if there bridge , distinguish A(Road Mesh) and B( Bridge Mesh)

            and Thanks Quickly Answer!
            That's an interesting use case, for now it's not possible out of the box. It's one spline mesh (+ start & end modular parts) for one spline asset. I'll keep this in mind, the system should be quite easy to extend to include auto bridge recognition & mesh swap on bridges, as it already detects bridges.

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              #81
              Originally posted by Slavq View Post

              Hey, just drag & drop, then tweak the parameters. There's not much more than that. Each parameter has a tooltip with a description.
              To make a spline from point A to point B, you can use the "Target Point" feature. You can see the example in the first demo map.
              thx for answering, yes i solved this but i am facing a major problem now...i placed lots of ivy bridges in my environment (15+) all tweaked with my custom settings and now after opening again unreal (version 4.24.3) it took ages to start and when it did some of them vanished and others loose all the settings... pretty annoying any idea why?

              edit: checked again and they didnt disappear.. blueprints are still placed in level and also settings looks like are the same but the final result has changed....lots of ivy that were correctly bridged from one point to another vanished and others instead of being composed by multiple lines and fully adapted to the surface they were placed on, now are composed by a single line with no adaptation to the surfaces under them....basically i lost one day of work
              Last edited by Pellaaa93; 06-29-2020, 05:53 PM.

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                #82
                Originally posted by Slavq View Post

                That's an interesting use case, for now it's not possible out of the box. It's one spline mesh (+ start & end modular parts) for one spline asset. I'll keep this in mind, the system should be quite easy to extend to include auto bridge recognition & mesh swap on bridges, as it already detects bridges.
                Thank you for your effort
                I have to wait for the good news. )

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                  #83
                  Pellaaa93 To 'save' generated assets, please use the Merge Actors feature. It's recommended to save your work & make the assets much more performance friendly. You can see an example of merged assets in the demo map with merging examples.
                  A 'reset' like you described should not happen anyway, maybe something interfered with your scene setup. You can try changing one of the parameters inside of the problematic assets and see if it helps. It should regenerate the asset. You can also try moving the asset a little bit, so it has a chance to re-generate.

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                    #84
                    Originally posted by Slavq View Post
                    Pellaaa93 To 'save' generated assets, please use the Merge Actors feature. It's recommended to save your work & make the assets much more performance friendly. You can see an example of merged assets in the demo map with merging examples.
                    A 'reset' like you described should not happen anyway, maybe something interfered with your scene setup. You can try changing one of the parameters inside of the problematic assets and see if it helps. It should regenerate the asset. You can also try moving the asset a little bit, so it has a chance to re-generate.
                    ok i will try later... merge actor feature you mean the unreal default one "convert actors to static mesh" ? i don't know why but i can't open documentation levels, i see all of them inside windows explorer, but inside unreal i only see overview map...maybe version incompatibility? i will try opening project with 4.25 instead of 4.24... hope to solve this as i spent a whole day setting spline parameters!

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                      #85
                      Pellaaa93 The Merge Actors tool
                      Maybe try redownloading it from the Vault, if you can't see the demo maps.

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