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Map Scaler [Blueprint][Editor]

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  • replied
    Originally posted by PoisonCobra_x View Post

    Oh ok. Do you know where I can get that script and the plugin from? I really need it for my map I need to scale it down a bit. It will be a hassle to scale individual objects.
    Hi PoisonCobra_x. Well, this Plugin is very outdated and old. I haven't touched it since 2016 (same as the MapScaler asset). The plugin also isn't doing that much. It supports the MapScaler asset by allowing same native-only methods to be called from the Blueprint context. The plugin is designed to enhance the MapScaler and don't not work standalone.

    There are some reasons why I am not releasing the source code of the pluign (one would be the License).

    If you have your own project, you can just create a working minimal plugin/code on your own with the various scripting languages (or C++). It shouldn't be that much. Take a look athe the following UE4 forum post/thread:
    https://forums.unrealengine.com/deve...l-actors-in-it

    This is what this tool is also doing... additionally to some UT specific asset/actor handling and various additional features. The main logic isn't some fancy magic - adjust the ActorScale3D value and correct the ActorLocation value accordingly by a given multiplier.


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  • replied
    Originally posted by Narayana View Post
    This plugin was made for UT4 editor for the UnrealTournament project, which was lastly updated to a 4.15 level of UE4, so you could try earlier versions of UE4 for your project. By the way, this section of the forum is about Unreal Tournament and not UE in general.
    Oh ok. Do you know where I can get that script and the plugin from? I really need it for my map I need to scale it down a bit. It will be a hassle to scale individual objects.

    Leave a comment:


  • replied
    This plugin was made for UT4 editor for the UnrealTournament project, which was lastly updated to a 4.15 level of UE4, so you could try earlier versions of UE4 for your project. By the way, this section of the forum is about Unreal Tournament and not UE in general.

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  • replied
    I need help, when I run my editor I get this message
    Click image for larger version

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    and when I click yes I get a message saying
    " Could not be complied. Try rebuilding source manually"

    I'm using version 4.19 for my Project, please help.

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  • replied
    Originally posted by G.Lecter View Post
    I honestly don't see the point of that at all. I think it even may make some people think that the MapScaler isn't working properly, and there are way too many checkboxes in it already. If this feature is added, it should be off by default IMO.
    It is off by default and I don't think I'm gonna change that ever. However, I do think there might be some cases where you want to not have default values scaled even if the rest of the world is scaled. It's just another option a LD has, otherwise if something like that is required, it would be a lot of work actually ignore scaling such things (or reverting).


    PS: I do plan to create an extended manual/wiki/FAQ which should also explain why or how specific properties can be used to get a desired result. Not sure when or how complex it will be (should be), but likely gonna create it on the Github project page. Any interests in contributing... anyone?

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  • replied
    I honestly don't see the point of that at all. I think it even may make some people think that the MapScaler isn't working properly, and there are way too many checkboxes in it already. If this feature is added, it should be off by default IMO.

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  • replied
    Minor question...

    The next MapScaler version (which I am currently finalizing) will have additional properties to set if scaling of a specific property should be ignored if it's the default value. For instance, the PointLight with its property "Attenuation Radius" - the MapScaler already has the "Scaling Properties"-property "Scale PointLight Component Attenuation Radius" which can be unchecked (default: checked) in order to not scale any Attenuation Radius of any Point Light. The new property which is currently named like "Ignore Default PointLight Component Attenuation Radius" can be set additionally to control whether only PointLight's AttenuationRadius property should be scaled if it differs from the default values (current engine value: 1000.0). If the new property isn't set, the MapScaler behaves normal and scales the value no matter if its default or not.

    I'm not sure what value of "Ignore Default PointLight Component Attenuation Radius" should be the default value, the default behavior. Whether the out-of-the-box MapScaler should scale everything even if it's the default value, or it should ignore such defaults. I likely will keep it how it currently is, scaling every scalable property irrelevant to its value, which I think is the analogue way for scaling in order to achieve the same look and feel of a scaled map to its original.

    What do you guys think? Should default values be ignored, or scaled just like all previous MapScaler did?

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  • replied
    Originally posted by G.Lecter View Post
    In the past I had LiftExit-related errors after scaling and building paths. I think the errors disappeared after the 4.13 update, but I also added LiftExits manually to my MapScaler's ignore list... You may want to add them to the default ignore list, although I'm not sure if it makes any difference...
    Sounds reasonable to add the LiftExit to the Scale ignore list (and equivalent). However, I don't think the errors were related to the scaling as the latest build(s) fixed some pathing problems existing on some maps.

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  • replied
    Originally posted by RattleSN4K3 View Post
    Has anyone noticed pathing problem when scaling (for bots/AI)?
    In the past I had LiftExit-related errors after scaling and building paths. I think the errors disappeared after the 4.13 update, but I also added LiftExits manually to my MapScaler's ignore list... You may want to add them to the default ignore list, although I'm not sure if it makes any difference...

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  • replied
    Interesting what I just noticed. (CTF) Flag bases are also scaled. I missed checking that. Generally, I add UT-gameplay objects to the ignore-for-scale array in order to have them keeping the original size. That said, I will add the base class UTCTFFlagBase to that option. Does anyone can name other classes which I might have missed?
    • Gonna have to check UTRallyPoint and UTCTFCapturePoint, not sure where it is used. These points might require to be scaled.
    • I also likely have to scale some runtime Actors which some LDs might use (such as dropped pickup and such).
    • Anyone know where UTPlaceablePowerup is used? Likely I have to ignore that class for scaling
    • UTViewPlaceholder. Maybe should ignore that one too. Just in case
    • Has anyone noticed pathing problem when scaling (for bots/AI)?
    Last edited by RattleSN4K3; 11-22-2016, 12:50 PM.

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  • replied
    Originally posted by cafe
    This might have already been reported, but, in the current build, light attenuation and source radii are not scaled.
    Light properties (and some others) do require the native plugin - for scaling and reverting (/undo). The MapScaler (as of 1.4) should inform about that in the "Data / Info" section with the "Error Properties" property (for better readability: rightclick on the label "Error properties" and choose to copy the value, paste the content into a text editor).

    In the recent editor (UE4.14 IIRC), the details tab has a problem using version 1.4 of the MapScaler unless....


    You'd need to undock the details tab.
    Click image for larger version

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    Originally posted by cafe
    nvm, in spite of the plugin being outdated, it still seems to work alright. I'll update this post if I notice any problems for the new build.
    Yep. A native plugin will always be outdated once a new build (with the different "BUILT_FROM_CHANGELIST" value) comes out. I will try some different approaches to somehow solve that in the future.
    Attached Files

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  • replied
    Originally posted by cafe
    Any chance of an update for this?
    I heavily work on the upcoming version 1.5. It does require a bit testing as one pending change is related to optimization/crashfix on larger maps such as every meshed map. About 6 changes I have to do for a possible release (additional 5 which I may implemenent afterwards since the last release is a long time ago).

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  • replied
    Originally posted by cafe
    Any chance of an update for this?
    +1!

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  • replied
    Seems like the engine will get some good features in the next couple of months (more like years ) which could be helpful for the MapScaler without the need of an C++ plugin.
    https://youtu.be/6kfMVxNSowM?t1=1h14m47s

    I still doubt changes to Blutility would allow me to do anything the scaling process requires (or the features of the MapScaler) as I already call pure C++ methods and not just UE-framework methods. I will see what I will be able to do in the future builds.
    Last edited by RattleSN4K3; 11-10-2016, 09:37 PM.

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  • replied
    Okay thanks for the info.

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