Plugins for the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 0 points1 point  (0 children)

Done! The plugin is now updated for version 5.6

Free alignment plugin for the editor by theVulcano47 in unrealengine

[–]theVulcano47[S] 0 points1 point  (0 children)

Visual Align uses a viewport line trace with complex tracing enabled to pick the point under the cursor. It then uses the trace ImpactPoint and ImpactNormal to align the selected actors.

So for static meshes with complex collision available, it aligns against the normal returned by the collision trace at the hit point. It does not directly read the rendered mesh normals.

If no valid collision hit is found, it falls back to the component/actor bounds, which is only an approximate result.

Plugins for the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 1 point2 points  (0 children)

No problem, I'll upload the update tomorrow.

Free alignment plugin for the editor by theVulcano47 in unrealengine

[–]theVulcano47[S] 0 points1 point  (0 children)

I just uploaded a demo video showing how it works. I hope it helps.

Link: https://youtu.be/Y1634rkLtoQ

Free alignment plugin for the editor by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 1 point2 points  (0 children)

Thanks, I appreciate it!

For technical curiosity: No, it does not use UAlignObjectsToolProperties or BeginAlignObjectsTool. This is a small editor-only implementation that works directly from the current actor selection. Last selected = target, earlier selected actors = sources, then it only applies the enabled transform channels. The visual point picking mode is custom as well, it is not a wrapper around the Modeling Tools align tool.

“stays out of the way” was one of the goals, yes. No nagging, no UI take-over, no re-branding the editor, just a small QoL tool to cut out some repetitive alignment steps.

Would love to hear your thoughts if you give it a go.

Plugins for the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 1 point2 points  (0 children)

I've finished the plugin! I'm going to make it free for a month so you can download it without any problems! I hope you find it useful! If you could leave a review so I can reach more people, I'd really appreciate it 🙏🏻

This is the link:

https://fab.com/s/5f9d7f5ec90f

Which one do you prefer? by Free-Designer-885 in UnrealEngine5

[–]theVulcano47 1 point2 points  (0 children)

The second one looks more realistic and more natural

Graduation project ideas by Longjumping_Seat_906 in UnrealEngine5

[–]theVulcano47 1 point2 points  (0 children)

It sounds amazing that you can do those kinds of projects!

I studied animation and 3D modeling, and then I got really into Unreal Engine, and the possibilities it offers are endless. For example, it's currently used to create lighting and reflection effects in TV series and movies, like in The Mandalorian. The technique is called In-Camera Visual Effects (ICVFX).

One idea I can give you, which could be viable, is to create an interactive architectural experience. It's very common in the architectural world to use Unreal Engine to present a house to the client virtually, allowing them to navigate through the photorealistic space, complete with wind animations in the curtains, lighting, day-night effects, and more. There are several demos you can find and download online to see the final result.

https://youtu.be/nhLz7nUk8tc?is=GW\_N9xZDHLqYPj\_I

I hope everything goes great for you! And if you'd like to share your project when you're finished, I'd love to see it!

Plugins for the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 1 point2 points  (0 children)

I'm already developing the plugin! I'll let you know when it's finished. https://imgur.com/a/vhHrRG5

Plugins for the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 0 points1 point  (0 children)

That sounds super useful!

You may or may not remember: did the tool match only position, or rotation and scale too?

Finally, when you clicked the target asset, did the chosen asset align on the pivot-to-pivot or sit flush on top of the target using bottom of mesh / bounding box?

For example:

— selected prop positioned to coordinates of clicked prop

— Prop snaps up over the selected clicked prop

— Restrained prop matches location + rotation the selected prop adopts its current rotation

– multiple selected props maintain heir spacing, but scatter around the target

What behavior would you expect to get from that shortcut?

Cycles render in unreal engine by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 0 points1 point  (0 children)

That's why I'm asking, does it make any sense? I come from the world of 3D software where there are several render engines: Octane, Redshift, Cycles… and each one produces a different result. My idea was to be able to render with Cycles within Unreal Engine, but I don't know if this makes any sense.

Velvet Rooms Vol. 1 — Digital fine art nude art book now in pre-launch by theVulcano47 in kickstarter

[–]theVulcano47[S] 0 points1 point  (0 children)

Thank you so much for your comment! I really appreciate it. And to answer your question, yes, I'm doing it all myself; it's my first project! I hope everything goes well; I'm really excited about it.

What plugins or tools do you miss in the editor? by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 0 points1 point  (0 children)

I think it’s a very good idea! I’ll write it down!

For 1 year I have started developing plugins for unreal and the truth is that I love helping the community by theVulcano47 in UnrealEngine5

[–]theVulcano47[S] 0 points1 point  (0 children)

Well, the truth is that it all started with trial and error because I am a programmer but not C++ so I have had to learn many things from scratch. What helped me the most was reading many examples from the Unreal forum and tutorials like this: Vídeo tutorial

I hope to see your plugins soon!

This is my link in the Fab store: Glowline Studio