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    Product Viewer 'Explode' tool implementation and function

    So after digging around on the web and in the product viewer project, I found the Explode tool script in there but I've not been able to work out a way to make this work in the product viewer, nor have I found an easy to understand, straightforward answer anywhere. It's not mentioned in the Documentation of the project itself (https://docs.unrealengine.com/en-us/...Product-Viewer)

    If anyone has any idea how to get this to function, it would be most appreciated.

    Thanks in advance.
    Last edited by joshbridger; 11-09-2018, 09:03 AM. Reason: // Added some tags to help get some more answers!
    Have a great day,

    Josh Bridger LinkedIn
    Graphics Artist @ 3DLABS
    ------------------------------------


    #2
    HI GSS_JXB,


    Select all the Static Mesh actors in the level that you want to Explode
    Convert the selected Static Mesh to BluePrint


    Click image for larger version

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    Create Blueprint

    Click image for larger version

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    Open newly created Blueprint
    Inside Blueprint , select class setting
    Find Class Options in the right panel
    Change the Parent Class to Explode_BP


    Click image for larger version

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    In the Event Graph , right click on event begin play.
    Add call to parent function.


    Click image for larger version

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    Animation Setup

    Select your Converted BluePrint In the World Outliner Tab
    Look in the Detail Tab, in the Default Category section

    All Those Button Will be used to setup Your Explode Actor

    Click image for larger version

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ID:	1539802Press Get Components Button
    Set initial Transform
    Press Set Initial Transform Button
    The First Transform Array Will be Filled with desired elements


    Select the Components In Your Explode Actor From the Detail Panel and Move Component to desired location
    Press Set exploded Transform button
    Move the Explode Actor Under the Interactive Root
    You should be good to go

    Let me know if you have anymore questions.

    cheers
    Marie-Claude Jutras
    Product Specialist LinkedIn
    Unreal Studio
    Report Issue Here
    Studio Release Notes

    Comment


      #3
      hello marie claude, I can not get out " Add call to parent function." where is it?
      thank you so much
      Daniele Barone
      Freelance 3D Linkedin

      Comment


        #4
        Originally posted by Daniele Barone View Post
        hello marie claude, I can not get out " Add call to parent function." where is it?
        thank you so much
        Under the right click menu:

        Comment


          #5
          thank you so much
          Originally posted by Kijaii View Post

          Under the right click menu:
          thank you so much!
          Daniele Barone
          Freelance 3D Linkedin

          Comment


            #6
            the explosion works, but when the blueprint is created the pieces are no longer positioned as they are original and the scaling is also different.
            I tried to put the coordinates as they are leaving but it does not work.
            is there a way to start the explosion with the pieces already positioned where they are starting?
            Daniele Barone
            Freelance 3D Linkedin

            Comment


              #7
              after creating the blueprint, before giving it the positions of the exhibit.
              How can I put them back where I'm at the beginning?
              I attach image Click image for larger version

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              Daniele Barone
              Freelance 3D Linkedin

              Comment


                #8
                why from this error if I save and close?
                video error: https://www.youtube.com/watch?v=-kod...ature=youtu.be
                Daniele Barone
                Freelance 3D Linkedin

                Comment


                  #9
                  I got this working somewhat, and managed to record a shot clip in preview mode:
                  https://streamable.com/scvu7

                  However when I saved the project and restarted the editor, the positions weren't saved and nothing worked anymore. Is this something that's supposed to work right now? Also when I tried packaging the project, it was successful but the exploding doesn't work at all.

                  Edit: Upon further investigation I noticed it's the mesh components that are not saving, transforms are.
                  Edit 2: As far as I understood form studying the blueprints with my very limited experience, this isn't a finished blueprint and it simply can't work as the object references aren't saved anywhere permanently. I worked around this by saving them in a string array and using that to rebuild the object reference array on load and demand. Works fine like that when packaged too.
                  Last edited by Kijaii; 10-25-2018, 05:18 PM.

                  Comment


                    #10
                    Originally posted by Kijaii View Post
                    I got this working somewhat, and managed to record a shot clip in preview mode:
                    https://streamable.com/scvu7

                    However when I saved the project and restarted the editor, the positions weren't saved and nothing worked anymore. Is this something that's supposed to work right now? Also when I tried packaging the project, it was successful but the exploding doesn't work at all.

                    Edit: Upon further investigation I noticed it's the mesh components that are not saving, transforms are.
                    congratulations beautiful model.
                    We await answers from someone who understands
                    Daniele Barone
                    Freelance 3D Linkedin

                    Comment


                      #11
                      no one knows how to solve the problem of positioning and saving?
                      Daniele Barone
                      Freelance 3D Linkedin

                      Comment


                        #12
                        Originally posted by Daniele Barone View Post
                        no one knows how to solve the problem of positioning and saving?
                        I don't know what to do about the initial positioning changing when you convert the parts to a blueprint, but I worked around the saving by storing the components in a string array instead, then using that to make the object references on load. Probably easier and better ways to do it, I'm only a beginner with all this.

                        Comment


                          #13
                          Originally posted by Kijaii View Post
                          I got this working somewhat, and managed to record a shot clip in preview mode:
                          https://streamable.com/scvu7

                          However when I saved the project and restarted the editor, the positions weren't saved and nothing worked anymore. Is this something that's supposed to work right now? Also when I tried packaging the project, it was successful but the exploding doesn't work at all.

                          Edit: Upon further investigation I noticed it's the mesh components that are not saving, transforms are.
                          Edit 2: As far as I understood form studying the blueprints with my very limited experience, this isn't a finished blueprint and it simply can't work as the object references aren't saved anywhere permanently. I worked around this by saving them in a string array and using that to rebuild the object reference array on load and demand. Works fine like that when packaged too.
                          HI there,

                          Sorry for the late reply.
                          I've looked at the issue with the Save.
                          I was able to reproduce it
                          It is clearly a bug on our side.

                          Here's the problem:
                          The Explode Transform and the initial transform Variable inside the Explode_BP_Actor are set to hidden.

                          Click image for larger version

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                          If you make them visible it should fix the problem of the save not saving anything.
                          Having said that, you will unfortunately have to reset all your initial and all explode transform.
                          We are actively working on improving the template and fixing it.

                          thank you





                          Marie-Claude Jutras
                          Product Specialist LinkedIn
                          Unreal Studio
                          Report Issue Here
                          Studio Release Notes

                          Comment


                            #14
                            Originally posted by CaptainMazza View Post

                            HI there,

                            Sorry for the late reply.
                            I've looked at the issue with the Save.
                            I was able to reproduce it
                            It is clearly a bug on our side.

                            Here's the problem:
                            The Explode Transform and the initial transform Variable inside the Explode_BP_Actor are set to hidden
                            Thanks for the reply!

                            And oh wow.. if it really was just that I feel extra stupid as I mostly ignored that whole blueprint as I first didn't understand it's purpose, I did check this exact thing on the Explode_BP blueprint only. My work around isn't working in larger scenes so this would be welcome fix indeed

                            Other than that I've been adding my own features to this template including multiplayer spectator mode and sort of a cross section tool. I foresee a lot of use for this if I can get it to work like I want.

                            Also another buggy feature I noticed was the World Scale setting, the way it is right now feels like it's disabled on purpose though as the control widget for it is basically upside down and thus not visible without editing the rotation in the blueprint, and after getting it visible the scaling itself doesn't work correctly and only scales the view (pawn?) and controller meshes but not the actual controls which obviously makes this feature unusable.

                            Comment


                              #15
                              Originally posted by CaptainMazza View Post

                              Here's the problem:
                              The Explode Transform and the initial transform Variable inside the Explode_BP_Actor are set to hidden.

                              Click image for larger version  Name:	Visible.png Views:	1 Size:	30.7 KB ID:	1545249

                              If you make them visible it should fix the problem of the save not saving anything.
                              Having said that, you will unfortunately have to reset all your initial and all explode transform.
                              We are actively working on improving the template and fixing it.

                              thank you
                              Okay I got a chance to try this now, and it did not fully fix the issue: packaged project still doesn't work. But then I remembered something I spotted before:

                              Click image for larger version  Name:	explode_bp.png Views:	1 Size:	39.8 KB ID:	1545702
                              This node being disconnected in the Explode_BP construction script. I connected that and added Call to parent on the construction script from the blueprint made for the parts themselves and then it worked on the packaged project too.

                              However this won't fix the problem when reloading the project in the editor, I have to use the "Get components" on each explodable part each time I load the project in the editor to restore functionality. I'll be testing more tomorrow and try to apply this to my project and see if anything else comes up.


                              Edit: Scratch all this, figured it out as laid out in post below.
                              Last edited by Kijaii; 10-31-2018, 09:20 AM.

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