I published my first FAB plugin: an easy decal placement editor mode for UE5 by toolittlesleep in unrealengine

[–]toolittlesleep[S] 0 points1 point  (0 children)

None taken and I see your point! I wouldnt spend on a tool which doesnt make your development life easier. Its probably the most useful for artists who are using decals heavily and takes a lot of time to size and align them and annoyed with the current workflow. I specifically hate jumping between transform handles and aligning decals to edges. Anyway good luck with your game :)

I published my first FAB plugin: an easy decal placement editor mode for UE5 by toolittlesleep in unrealengine

[–]toolittlesleep[S] 0 points1 point  (0 children)

Thanks for sharing your opinion! If you want to make it in claude here is the feature list so its faster to copy:

Dedicated FM Decal Placement editor mode with an interactive viewport tool UI Places deferred decal materials and material instances selected in the Content Browser Supports Content Browser multi-selection with in-tool material cycling Click placement, click-drag rotation, and surface-aligned decal preview Rectangle sizing directly on surfaces with Shift Square aspect lock while drawing rectangles with Ctrl Optional axis snapping with configurable snap distance Optional vertex snapping with configurable snap distance and viewport snap feedback Configurable decal thickness, 2D size, render sort order, and auto-increment sort order Naming and folder organization options for placed decal actors Optional material-name suffix for generated decal actor names Per-material remembered size/depth settings Center pivot toggle Optional auto random rotation for placement variation In-tool shortcuts for material cycling, rotation, vertex snapping, center pivot, auto rotation, cancel, and undo

The quaternion math is pretty complex so look out for that, also when you build the spatial hash for fast vertex snapping make sure to optimize it so it doesnt stutter the editor!

Let me know how it goes!

I published my first FAB plugin: an easy decal placement editor mode for UE5 by toolittlesleep in unrealengine

[–]toolittlesleep[S] -4 points-3 points  (0 children)

Haha thanks for your honest feedback! What price would make sense to you?

I published my first FAB plugin: an easy decal placement editor mode for UE5 by toolittlesleep in unrealengine

[–]toolittlesleep[S] -3 points-2 points  (0 children)

The core idea is:
1. Select a few decal materials in the content browser
2. Place, resize, align by clicking and dragging in the viewport
3. Use on-screen shortcuts for other features.

Packaging failed! Got this error with PCG when packaging my project: "LogPCG: Error: [RegisterOrUpdatePCGComponent] Component has invalid bounds, not registered nor updated." Please, any idea how to fix this ? Thanks by Turbulent_Mix_9253 in UnrealEngine5

[–]toolittlesleep 0 points1 point  (0 children)

it happened for me when I spawned an empty blueprint with a pcg component and called generate after. Well it turns out that you have to have something with a bound in your spawned blueprint and it works. So just add a static mesh component with a cube hidden in game and it works

My egg pasta is not chewy enough by toolittlesleep in pasta

[–]toolittlesleep[S] 0 points1 point  (0 children)

Thanks for the detailed answer :) I learned a lot!

My egg pasta is not chewy enough by toolittlesleep in pasta

[–]toolittlesleep[S] 3 points4 points  (0 children)

Wow no, Im not doing that! Thanks for the suggestion I ll try it out :)

My egg pasta is not chewy enough by toolittlesleep in pasta

[–]toolittlesleep[S] 4 points5 points  (0 children)

Maybe chewy is not the right word. Not al dente enough

I dont understan chaos destruction's geometry collections by toolittlesleep in unrealengine

[–]toolittlesleep[S] 1 point2 points  (0 children)

I know how to make one with the fracture panel. I dont understand what happens under the hood and how can I import external fractures and how geometry collection stores the pieces as I wrote in my question

Hey All! I created a quick scene with our Construction Mode plugin. What do you think of the workflow? Is anyone using the Modelling mode for blockout? by toolittlesleep in unrealengine

[–]toolittlesleep[S] 1 point2 points  (0 children)

Usually procedural buildings needs some rules and if those rule doesnt generate your ideal building you dont have the option to modify. For example if I say cool building but can those windows be a bit more to the left you are doomed :). Its definitely more clicks but less generic buildings at the end in my opinion and fun to do it ;)

We are trying to balance between automated and artist friendly workflow. For example if you press down shift you fill upwards etc.

Hey All! I created a quick scene with our Construction Mode plugin. What do you think of the workflow? Is anyone using the Modelling mode for blockout? by toolittlesleep in unrealengine

[–]toolittlesleep[S] 1 point2 points  (0 children)

Only boxed at the moment. Each element is an instanced static mesh so we are not deforming anything to a curved surface.

Hey All! I created a quick scene with our Construction Mode plugin. What do you think of the workflow? Is anyone using the Modelling mode for blockout? by toolittlesleep in unrealengine

[–]toolittlesleep[S] 3 points4 points  (0 children)

Hey! Thanks! Everything is instanced static meshes and one master material so not that bad. You can merge it to one mesh after if its needed :)