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04. Editor Utility Widget
Most of the widget actions involve recompiling BP_Room, so please ensure you that you wait for each action to finish before pressing another action. Too many clicks at once prior to compilation finishing may result in a crash
- Refresh will recompile the Editor Utility Widget. This is typically used by myself when making changes to the room blueprint so I can see the changes reflected
- Compile will recompile the BP_Room class. This is called automatically during certain modifications done through the EUW so changes will be reflected in the editor
- Delete SM_Gen_ Actors will delete any spawned SM_Gen_ actors generated
- Delete Room Actors will delete all BP_Room actors in the level
- Delete Mesh Folder will delete all contents in the "Meshes" folder
- Delete Rooms Folder will delete all contents in the "Rooms" folder
- Delete Both Folders will delete all contents in the "Meshes" & "Rooms" folders
* ➕ Adds a room of floor * -90 Adds a room facing left 90 degrees * 90 Adds a room facing right 90 degrees * Stairs Up adds a room with stairs going up * Stairs Down adds a room with stairs going down * Stair Bridge add stairs going up, 2 floors, and stairs going down * Stairwell adds a stairs going up 3 floors * Ramp Up adds a room with a ramp going up * Ramp Down adds a room with a ramp going down * Ramp Bridge adds a ramp up, 2 floors, and a ramp down |
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- Select Rooms will select all BP_Room actors in this level
- Generation will generate:
Static meshes for each part of a room
One solid static mesh for each room
One static mesh of all the rooms combined
Each of the points 1-4 performs specific steps of the process leading up to the end result of a combined static mesh
In order to generate, you must have at least 1 BP_Room actor selected. If you have more than one selected, they'll be combined into a single mesh
By default, the final mesh is supposed to be placed into the "Final" folder automatically, but sometimes it doesn't work and I'm not sure why yet. That being said, I recommend dragging it in once you determine it's complete so you can clean out the Meshes & Room folders
There are several buttons under "Room Presets" that will automatically modify the selected room to parameters set by myself
When generating to static mesh, simple collisions are added, preventing AI from being able to go through doorways
Pressing this button will remove the simplified collision, allowing the nav mesh to work with it
You can now the floor & ceiling
The current handles are set & influence default locations of various properties
The floor handle's default is 300, 300, 10, which puts the 3D vector outward in that direction
Say we wanted the handle to be along the front of the floor so it's in a line for us to grab for preference
To do this, open the BP_Room blueprint, Floor Logic group, and add a vector to the ⚙️ Floor value with the offset you want
Here, I've set the X value to 0, and added a vector with value of 300, 0, 0 so the floor still maintains it's default position, but the 3D widget is moved