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Instance Tool - Editing instances directly in editor viewport

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  • replied
    OptimisticMonkey , yes, the 4.18 version shown up but currently can't be downloaded, it seems the actual file not been staged in the server correctly. I have sent mail to marketplace support, will post update when I got reply. Thanks for bring it to my attention!

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  • replied
    Thanks Nate - The Marketplace version has shown up, but when I click install "Slot to add plugin to: 4.18" it does nothing. I think it may be launcher bug. I tried re-launching the launcher.

    Can you test and see if yours works?

    Leave a comment:


  • replied
    Instance Tool 1.2.4 for 4.18 update is now live on itch.io. Marketplace version submitted.

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  • replied
    Hi Tuxmask75, you can use instanced static mesh for both static or dynamic objects.

    Here's a video showcase how to use instances within blueprint.



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  • replied
    Heya ! I have a question, I never worked with instances before. and I was wondering if instances could be used for objects that spawn, for example collectable objects. Or are they only good for static mesh ?

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  • replied
    Instance Tool 1.2.4 update is now live on itch.io. Marketplace update submitted.

    Click image for larger version

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    Change Log:

    1.2.4
    ------------------
    * Add option to convert actors with negative scale to instances
    * Add option to customize converted actor's label
    * Now source actors will be deleted by default after conversion
    * Support non-unity build; Drop 4.14 support

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  • replied
    Hi [MENTION=518508]WhitmanAndOlbert[/MENTION], the converted instanced static mesh actor will works without the plugin. Actually you can just disable the plugin after the conversion if you only need the convert function.

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  • replied
    Hey there [MENTION=702]Nate[/MENTION] !

    i have question! if i convert all my static mesh actors into a single instanced static mesh actor in a engine with the plugin, and later I move the project to other engine version without the plugin, I will lose the stuff? or the generated instanced static mesh actor will keep working without the plugin? if it keeps working I will buy this!

    Thanks!
    Last edited by WhitmanAndOlbert; 08-17-2017, 12:11 PM.

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  • replied
    Originally posted by Nate View Post
    It's a renderer issue, log within UE-17458: https://issues.unrealengine.com/issue/UE-17458. It's current status is "Backlogged" so probably won't be fixed in official release anytime soon. I fixed that in my own repository and will submit it to Epic as a pull request soon.
    That's great news, thanks. It happened again on completely different assets so I was really confused!

    But anyway, can't state how essential this tool is. My mobile games are now much faster, thanks! And I haven't even tested the good stuff yet

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  • replied
    Originally posted by RodenHirata View Post
    1. I came across the mirrored asset bug which is mentioned earlier, I assume this is not fixed yet in UE? The shadows etc were still being cast, but the asset appeared invisible/glitched for some reason.
    As far as i know that the bug hasn't been fixed yet. The workaround is that either avoid using mirrored asset with instancing or create an new HISMA for all mirrored assets (with mirror apply on HISMA but not instanced meshes).

    2. The names/labels/tagging of the assets is a little confusing at first, so I wasn't sure what I was working with after a while - as far as I can tell, by default (most use cases), when you instance an actor, the original actor's rendering is turned off and it's then moved into the source actors folder. And then when you convert the instance back into an actor, it doesn't use the original actor but creates a new copy that is placed in converted and that one can also be manipulated directly with your plugin tool. Something like that..?

    3. Is there a way to easily ungroup instances into new groups or something? When I first used the tool, I just selected a bunch of stuff in the outliner to convert into instances, but then later realized I didn't like how they were grouped/was difficult to work with/move around. And then I kind of made a mess with converting stuff (as in point 2), but no worries I'll get used to it..
    It seems that part of the confusion comes from the fact the naming of converted actor is generated and hard to find in the scene outliner. I'll add option to let user specific the naming of converted actors in future update.

    4. A lot of walls/assets have a dashed seam inbetween instances.. any idea how to fix these? The attached screenshot shows HISMA instances at the top (with the seam) and the bottom parts are actors which appear fine. I'd be really happy to know what is causing this.
    It's a renderer issue, log within UE-17458: https://issues.unrealengine.com/issue/UE-17458. It's current status is "Backlogged" so probably won't be fixed in official release anytime soon. I fixed that in my own repository and will submit it to Epic as a pull request soon.

    Leave a comment:


  • replied
    Hi [MENTION=702]Nate[/MENTION], I just started using this. My mobile scene went from 20fps to 50fps, pretty big difference! It's a really essential tool.

    Just four points/questions:
    1. I came across the mirrored asset bug which is mentioned earlier, I assume this is not fixed yet in UE? The shadows etc were still being cast, but the asset appeared invisible/glitched for some reason.

    2. The names/labels/tagging of the assets is a little confusing at first, so I wasn't sure what I was working with after a while - as far as I can tell, by default (most use cases), when you instance an actor, the original actor's rendering is turned off and it's then moved into the source actors folder. And then when you convert the instance back into an actor, it doesn't use the original actor but creates a new copy that is placed in converted and that one can also be manipulated directly with your plugin tool. Something like that..?

    3. Is there a way to easily ungroup instances into new groups or something? When I first used the tool, I just selected a bunch of stuff in the outliner to convert into instances, but then later realized I didn't like how they were grouped/was difficult to work with/move around. And then I kind of made a mess with converting stuff (as in point 2), but no worries I'll get used to it..

    4. A lot of walls/assets have a dashed seam inbetween instances.. any idea how to fix these? The attached screenshot shows HISMA instances at the top (with the seam) and the bottom parts are actors which appear fine. I'd be really happy to know what is causing this.

    Edit: Seems you need to right click that image and click open in new tab to see it fully. Not sure why you can't just left click it.. but whatever.
    Attached Files
    Last edited by Krenade; 08-05-2017, 11:06 AM.

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  • replied
    Hi [MENTION=12406]Jujaswe[/MENTION], the drawcalls reported in level editor viewport is not always accurate, you can check more accurate mesh drawcall numbers by click "Play - Standalone Game", then press "`" key to invoke console window, type in "stat scenerendering" to view rendering stats.

    Here's a test scene with 82 cylinders:
    When placing cylinders as normal static mesh actors: http://i.imgur.com/DoG4pSc.jpg
    When placing cylinders as HISM instances: http://i.imgur.com/JP5u7AU.jpg

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  • replied
    [MENTION=702]Nate[/MENTION] hi there, 1st time user here. I watched your videos but I have a bit of a problem. I converted all my floor planes into a single instance using your tool, but the draw calls seem unchanged. I also had a bit of a lag on the 1st time I played the level after converting the said planes.

    Any tips?

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  • replied
    1.2.3 maintenance release is now live on itch.
    Unreal marketplace version submitted.

    1.2.3
    • Add option to mark material 'Used with Instanced Static Mesh' usage flag when converting actors into ISM/HISM instances
    • Change plugin loading phase from 'Default' to 'PostEngineInit' to avoid potential crash reported by users when starting up engine

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  • replied
    [MENTION=14967]lucasncv[/MENTION], thanks a lot for letting me know! I'll make the LoadingPhase default to "PostEngineInit" in next update. (though I still can't reproduced the crash on my own environment, weird)

    Leave a comment:

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