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Instance Tool - Editing instances directly in editor viewport

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    #16
    Originally posted by Nate View Post
    Thansk everyone who purchased Instance Tool on itch, your support really means a lot! And please do let me know if you run into any issues/difficulities when using Instance Tool.
    I've updated to 1.1 version but there is no ISM <--> converter. Plugins info displays 1.1.0 version, but plugin info tab still show v1.0.1
    Last edited by overlaps; 09-21-2016, 06:05 AM.

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      #17
      [MENTION=208001]overlaps[/MENTION], do you installed Instance Tool as Engine plugin or Project plugin? Is it possible that you leave 1.0.1 version installed in project plugins folder?

      Click image for larger version

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      Both About tab and Plugin Window should display 1.1.0
      Last edited by Nate; 09-21-2016, 06:17 AM.
      | twitter | github | #ue4tip

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        #18
        [MENTION=702]Nate[/MENTION] I'm installing it as project plugin and using one of default project templates. I've checked there was no plugins installed on engine folder. But just in case i'll make a clean install right now.

        ps. yep, clean install make it work as it should, ty!
        Last edited by overlaps; 09-21-2016, 08:30 AM.

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          #19
          [MENTION=208001]overlaps[/MENTION], it's great to hear that everything works now after clean install from ur pm.

          Just a reminder, Instance Tool can be used as Engine plugin or Project plugin, but be sure it's not installed in both locations.
          | twitter | github | #ue4tip

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            #20


            Made a timelapse video to show some 1.1.0 features (1 click convert from static mesh to instanced static mesh, snap instance rotate to hit normal, select instance by axis with tolerance...)
            | twitter | github | #ue4tip

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              #21
              Thanks for making this plugin. Very essential tool.

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                #22
                I noticed the "generate overlap events" are enabled as default for the instanced components which is unneeded performance hit. Could manually uncheck that, but better if off as default. As more important question - is the tick set off for the HISMA actor? Worried those could also add performance hit, when there is hundrets of HISMA's made, even there isnt code ran for the tick.

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                  #23
                  [MENTION=50574]SaOk[/MENTION], sorry for reply late. (Was outing this weekend)

                  For the generated HISMA actor, the default ticking is off. (Actually I believe It's the default behavior of an empty actor, I recall that I verified that in debugger)

                  You made a very good point about setting "generate overlap events" or other physics/collision properties for generated instanced component.
                  I think instead of add all possible physics/collision settings for the Convert operation, there could be 2 generic solutions:

                  1. when converting static meshes into an new HISMA, all physics/collision setting will be copied into the new HISMA. (will be implemented in next update):

                  e.g. there're 100 rocks static meshes actors whose "generate overlap events" is off, then the new HISMA's instanced component's "generate overlap events" is off too.

                  2. when converting static meshes into an existing HISMA, all physics/collision of existing HISMA will be preserve. (availabe in 1.1.0)

                  e.g. there's one existing rock HISMA whose "generate overlap events" is off, you can choose to converting the 100 rocks static meshes into this existing rock HISMA, then all 100 rocks instance will benefit from the "generate overlap evernts" off.
                  | twitter | github | #ue4tip

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                    #24
                    Sounds great thanks. Have been so easy to work on the map now with the plugin. Can add much more small details in notime.

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                      #25
                      Just uploaded 1.1.1 version to itch (https://marynate.itch.io/instance-tool)!

                      Rewrote undo code, now all operations including select/add/remove/align/snap/convert operations are all undoable. Another improvement in 1.1.1 is when converting between Static Meshes and Instanced Static Meshes, all component properties will be transfered too.
                      | twitter | github | #ue4tip

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                        #26
                        Please note that the precompiled 4.13.0 version you downloaded on itch also works with 4.13.1 hotfix.
                        | twitter | github | #ue4tip

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                          #27
                          Instance Tool just go live on marketplace! https://www.unrealengine.com/marketplace/instance-tool
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                            #28
                            Hi,
                            Instance Tool works well with Static Lighting made by Sky Light?

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                              #29
                              Hi [MENTION=587612]Aderus[/MENTION],

                              Instance Tool is an editor tool, it does not modify instanced static mesh's runtime behavior. So it should works in your example.

                              Here's a test scene I just made to show a static Hierarchical Instanced Static Mesh (cubes) with backed lighting from static SkyLight.

                              Click image for larger version

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                              | twitter | github | #ue4tip

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                                #30
                                I'm having an unplanned trip from Oct.14 to Nov.1, and only have limited internet access. Sorry that I might not be able to check post/pm/mail daily during these days.
                                | twitter | github | #ue4tip

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