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Smart Spline Generator

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

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  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


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

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  • 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.

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  • 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!

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  • 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.

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  • 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.

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  • 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:

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