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04. Editor Utility Widget

DYLO Gaming edited this page Nov 8, 2024 · 8 revisions

Editor Utility Explained


❗ Important Note ❗

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


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  • 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

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* ➕ 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

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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

⚠️ Note ⚠️

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

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Room Presets

There are several buttons under "Room Presets" that will automatically modify the selected room to parameters set by myself

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Simple Collision

When generating to static mesh, simple collisions are added, preventing AI from being able to go through doorways

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Pressing this button will remove the simplified collision, allowing the nav mesh to work with it

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Cutting

You can now the floor & ceiling

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Custom Handles

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

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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

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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

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