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  • started a topic [RELEASED] Smart Spline Generator

    Smart Spline Generator



    This tool allows to generate various assets that automatically align/react to any surface, in highly customizable way. Create ivy, vine, ropes, bridges, fences and more – with many customizable parameters & possibility to use your own meshes.

    • Fast and easy generation of surface-aligning assets
    • Many parameters for controlling generation behavior, all described in their tooltips and in documentation levels. Spline direction, sub-spline amount, spline/sub-spline length, curve, mesh amount, align rotation, height above ground, random irregularity levels and many more…
    • Automatic bridge mechanic: Automatically finds nearby surfaces to make bridges with. Allows to control bridge gravity and more (presented in the video)
    • Low-poly edge snapping: Allows to generate lower-poly assets without problems caused by low poly count near surface edges (presented in the video)
    • Automatic spline mesh optimization – replaces most of spline mesh sections with low-poly versions, leaving only critical areas like edges or corners
    • In-engine documentation: All the features explained on working examples in demo levels
    • Possibility to use your own meshes
    • Set of starting presets included
    • With help of UE Merge tool, you can convert any generated asset into static mesh, to reuse it in different levels/projects – or to export & edit it in your 3D package!
    • Made 100% in Blueprints.

    • ... Works also in 2D projects! : http://imgur.com/a/gixYa

    Last edited by Slavq; 06-29-2016, 05:20 PM.

  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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).

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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,

    Leave a comment:


  • replied
    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.

    Leave a comment:

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