Announcement

Collapse
No announcement yet.

Instance Tool - Editing instances directly in editor viewport

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Instance Tool updated to 1.1.4.

    1.1.4
    ------------------
    * Add pivot option for converting instance actor
    * Fixed potential ui setting object name collision
    Click image for larger version

Name:	pivot.jpg
Views:	1
Size:	26.6 KB
ID:	1122702

    Now you can specific pivot for converted instance actor: Selection Center / Last Selected Acor / World Space Zero.

    Please note that "Last Selected Actor" could be any actor (don't have to be actor with static mesh component), so you can choose any actor to act as pivot for converted instance actor.
    | twitter | github | #ue4tip

    Comment


      #47
      I just made a simple scene to showcase how to use blueprint to update transform of instances from HISMC through instance id.

      Click image for larger version

Name:	BPWithHISMC.jpg
Views:	2
Size:	372.1 KB
ID:	1122924



      You don't need Instance Tool for this approach, though it helps for inspecting the instance id.

      You can get the project it from here: https://drive.google.com/open?id=0B5...XVOTWhWZjJZbzA

      Also posted it in community content sectioon: https://forums.unrealengine.com/show...Mesh-Component
      Last edited by Nate; 02-11-2017, 05:55 AM. Reason: Add video
      | twitter | github | #ue4tip

      Comment


        #48
        Originally posted by Nate View Post
        Instance Tool updated to 1.1.4.
        Hello, hello!

        Love this tool! Unfortunately, I tried installing Instance Tool 1.1.4 into Engine 4.14.3 on my Mac today and it wouldn't install. I dug in to see what was causing the compile error (only on the Mac, it works fine under Windows for me). Two changes were required to get it to compile on the Mac:

        In InstanceToolEdMode.cpp, I needed to explicitly import:

        Code:
        #include "Components/HierarchicalInstancedStaticMeshComponent.h"
        then at Line 154 in the same file, I had to include the template keyword to make Clang happy:

        Code:
        if (!SourceComponent->GetClass()->template IsChildOf<T>())
        With those two changes in place, the plugin compiles on the Mac just fine.

        Comment


          #49
          [MENTION=10518]jeff_lamarche[/MENTION], sorry for the compile error on Mac and thanks a lot for the fixes! I'll include your fixes in next update, it sure will help other Mac users out there, thanks again! Sorry that I'm not able to test on Mac myself. (My Mac is stuck in osx 10.8 and is not powerful enough to handle UE4 anyway)

          Code:
          if (!SourceComponent->GetClass()->template IsChildOf<T>())
          For anyone who might be curious about the fix jeff_lamarche posted here, SourceComponent here is a parameter depends on type T, IsChildOf is a member template function depends on the template parameter SourceComponent, in this case, C++ standard requires the template keyword be used as prefix of the member templae function.
          | twitter | github | #ue4tip

          Comment


            #50
            Originally posted by Nate View Post
            [MENTION=10518]jeff_lamarche[/MENTION], sorry for the compile error on Mac and thanks a lot for the fixes! I'll include your fixes in next update, it sure will help other Mac users out there, thanks again! Sorry that I'm not able to test on Mac myself. (My Mac is stuck in osx 10.8 and is not powerful enough to handle UE4 anyway)
            No apologies necessary, Nate. InstanceTool is a great plugin and I only posted in case there were other people trying to use it on the Mac.

            But, if you ever want someone to sanity check future releases, let me know, I'm happy to do a sanity compile for you.

            Comment


              #51
              [MENTION=10518]jeff_lamarche[/MENTION], thanks a lot for your kind offer! I'm talking to unreal marketplace support see if anything could be done from their side.

              I posted an example project couple days ago to demostrate how to use blueprint to update HISMC instance transform. The idea is simple, the blueprint only contains logic, the actual mesh is stored in a HISM actor. The drawbacks is that you have to assign instance id to each blueprint instances manually, which is tedious and error prone.

              So there'll be a new feature coming to rescue:



              The process is that you select the blueprint, tell Instance Tool the variable name which suppose to hold the HISM instance id, select the HISM instances, press "Spawn" to spawn blueprint actors with HISM instance id auto assigned to the blueprint variable.
              | twitter | github | #ue4tip

              Comment


                #52
                Looks great! When this update will be available. please?

                Comment


                  #53
                  [MENTION=139945]tukor[/MENTION], the feature is almost done, I just need to do more test and finish the icon.
                  | twitter | github | #ue4tip

                  Comment


                    #54
                    What about draw distance? Is it possible to assign it per single instance and not for all the instances together?

                    Comment


                      #55
                      Hi [MENTION=72046]ginwakeup[/MENTION], not sure I understand the "draw distance" question. For spawn blueprint and auto assign instance id feature, it'll spawn blueprints base on your instance selection, say you selected 1 mesh instance, then 1 blueprint actor will be spawned; 2 mesh instance selected, 2 blueprint actors will be spawned.
                      | twitter | github | #ue4tip

                      Comment


                        #56
                        No, I mean this:

                        Click image for larger version

Name:	draw.JPG
Views:	1
Size:	88.3 KB
ID:	1123769


                        I need the instances to cull separately, because at the moment the desired max draw distance is making all my instances popping out together when I am far away from the pivot of the HISM.

                        Comment


                          #57
                          Originally posted by ginwakeup View Post
                          No, I mean this:

                          I need the instances to cull separately, because at the moment the desired max draw distance is making all my instances popping out together when I am far away from the pivot of the HISM.
                          Oh, I thought you are asking about the Instance Tool.

                          What version are you using? Have you tried setting Instance Cull Distance?

                          Click image for larger version

Name:	HISM_Culling.jpg
Views:	1
Size:	35.7 KB
ID:	1123772

                          Here's a simple test I just did on 4.14.3

                          Click image for larger version

Name:	Instance_Culling2.gif
Views:	1
Size:	589.0 KB
ID:	1123774
                          | twitter | github | #ue4tip

                          Comment


                            #58
                            A heads up, the price of Instance Tool will be 14.99 start from next 1.2.0 update.
                            | twitter | github | #ue4tip

                            Comment


                              #59
                              1.1.5 update for 4.15 is now live on both Unreal Engine Marketplace and itchi.io.

                              1.1.5
                              ------------------
                              * Now 4.15 ready
                              * Fixed Mac compile error (thanks jeff_lamarche)
                              | twitter | github | #ue4tip

                              Comment


                                #60
                                Originally posted by Nate View Post
                                Oh, I thought you are asking about the Instance Tool.

                                What version are you using? Have you tried setting Instance Cull Distance?

                                [ATTACH=CONFIG]130447[/ATTACH]

                                Here's a simple test I just did on 4.14.3

                                [ATTACH=CONFIG]130449[/ATTACH]

                                Hi Nate, thank you for the reply. That's what I needed!

                                Comment

                                Working...
                                X