Features:
- Quick transform type selection via hotkeys
- Keys reconfigurable through UnrealEd settings
- Fast numeric keyboard entry
- Currently works on Actors, components and spline points within the level editor
- World/Local/Selection(origin) space transformations
- Grid snap supported in all transforms
- Full camera movement controls supported during transform
- Origin can be moved and rotated
Code Modules:
- SmoothMoves – Editor Only
Number of Blueprints: 0
Number of C++ Classes: 8
Network Replicated: (Yes/No) N/A
Supported Development Platforms: Windows, other platforms might work but untested
Supported Target Build Platforms: N/A
Documentation: Included in archive
Example Project: N/A
Important/Additional Notes: None
特征:
- 通过热键快速转换类型选择
- 通过未配置的设置可重新配置的密钥
- 快速数字键盘输入
- 目前适用于关卡编辑器中的Actor、组件和样条点
- 世界/本地/选择(起源)空间转换
- 所有变换均支持网格捕捉
- 变换期间支持的完整相机移动控制
- 原点可以移动和旋转
代码模块:
- SmoothMoves-仅限编辑
蓝图数目:0
C++类数:8
网络复制:(是/否)N/A
支持的开发平台:Windows,其他平台可能工作,但未经测试
支持的目标构建平台:N/A
文件:包括在档案中
示例项目:N/A
重要/附加说明:无
UE 5.4 version now available!
Version 1.2.0 Live Now! Video Here
ControlRig Support, new transform gizmos and interface improvements, and Much More!
See below for changelog.
Promotional Video | Discord Support
No more fighting with transform gizmos! No more control confusion when you switch from Blender to UnrealEd!
Optimize your workflow!
[G]rab, [R]otate, [S]cale!
XYZ lock!
Also allows you to do things previously not possible in Unreal Editor, such as rotate or scale a bunch of objects around a common point, or translate along a rotated axis!
Works with spline points too!
The possibilities are endless!!!!*
*(Legal department advises that this is not a literal statement, and there are, in fact, limitations, but they’re excited too).
Features:
Quick transform type selection via hotkeys. Defaults ‘G’ for translate, ‘R’ for Rotate and ‘S’ for scale, just like Blender.
Keys reconfigurable through UnrealEd settings.
Axis locking via hotkeys ‘X’,’Y’,’Z’, plane locking with ‘Shift’ + ‘X’/’Y’/’Z’.
Fast numeric keyboard entry – press tab to cycle through axes, and type the value you want directly.
‘-‘ (Minus) key inverts the direction, ‘Delete’ zeros the value.
Currently works on Actors, components and spline points within the level editor.
Further object types might be possible to implement on request.
World/Local/Selection(origin) space transformations, selected with ‘W’.
Grid snap supported in all transforms, toggleable by holding down ‘Control’ key, using editor snap values.
Snap values can be adjusted on the fly using hotkeys.
Defaults ‘[‘ & ‘]’ (square bracket) keys for translate snap, ‘Shift’ + ‘[‘ / ‘]’ for rotation.
Full camera movement controls supported during transform, including ‘F’ key to focus on selection.
You can move the camera around to see exactly where you’re putting things.
Origin can be moved and rotated in selection space to allow for transformation of
multiple actors/components/spline points around a common point.
Unfortunately does not work within actor editor – this is implemented as an Editor Mode,
for which the actor editor is not a host.
I have yet to find a way to implement this without engine modifications.
1.2.0
—–
New transform gizmos and interface improvements!
ControlRig Support!
– Note that since Animation Sequencer uses [S] key for ‘Add Transform Key’, this gets rebound now to Scale.
You might want to check your key bindings in Editor Preferences.
Added Duplicate Objects [D]. Currently implemented for Actors and Spline points.
Added options in Editor Preferences:
– Reset Transform when changing Axis Lock
– Default Transform Spaces
– Selection Centered Origin
– Center Mouse to Viewport
– Hide Keyboard Command Display, also toggleable with [H] key
– Gizmo Sizes
– Grid/Snap Tick Visibility, also toggleable with [T] key
Made origin scaling behaviour more in line with origin axis.
This is a bit more intuitive, but limited since we can’t skew objects.
Local space mouse input for translation and rotation now coincides more with actual mouse direction.
– With multiple selections input is relative to last selected object.
Fixed bug where alt-tabbing would break mouse input.
UE5.4版本现已推出!
版本1.2.0现在住! 这里的视频
ControlRig支持,新的transform小工具和界面改进,以及更多!
请参阅下面的更新日志。
没有更多的战斗与变换小玩意! 没有更多的控制混乱,当你从搅拌机切换到UnrealEd!
优化您的工作流程!
[G]rab,[R]otate,[S]cale!
XYZ锁!
还允许您执行以前在虚幻编辑器中无法实现的操作,例如围绕公共点旋转或缩放一堆对象,或沿旋转轴平移!
也适用于样条点!
可能性是无穷无尽的!!!!*
*(法律部门建议,这不是一个字面上的陈述,事实上,有局限性,但他们也很兴奋)。
特征:
通过热键快速转换类型选择。 默认’G’用于翻译,’R’用于旋转,’S’用于缩放,就像Blender一样。
可通过未配置的设置重新配置密钥。
轴锁定通过热键’X’,’Y’,’Z’,平面锁定与’Shift’+’X’/’Y’/’Z’。
快速数字键盘输入-按tab键循环轴,并直接键入所需的值。
‘-‘(减号)键反转方向,’Delete’将值归零。
目前适用于关卡编辑器中的Actor、组件和样条点。
可能可以根据请求实现更多对象类型。
世界/本地/选择(原点)空间变换,用’W’选择。
网格捕捉支持在所有转换,通过按住”控制”键,使用编辑器捕捉值切换。
Snap值可以使用热键随时调整。
默认'[‘&’]’(方括号)键用于平移捕捉,’Shift’+'[‘/’]’用于旋转。
在变换过程中支持完整的相机移动控制,包括”F”键集中选择。
你可以移动相机来准确地看到你把东西放在哪里。
原点可以在选择空间中移动和旋转,以允许转换
多个actor/components/spline点围绕一个公共点。
不幸的是,在actor编辑器中不起作用-这是作为编辑器模式实现的,
actor编辑器不是主持人。
我还没有找到一种方法来实现这个没有引擎修改。
1.2.0
—–
新的变换小玩意和界面改进!
ControlRig支持!
-请注意,由于动画音序器使用[S]键为”添加变换键”,这得到反弹现在规模。
您可能需要在编辑器首选项中检查键绑定。
添加了重复对象[D]。 目前为Actor和样条点实现。
在编辑器首选项中添加了选项:
-更改轴锁时重置转换
-默认转换空间
-选择中心原点
-鼠标中心到视口
-隐藏键盘命令显示,也可用[H]键切换
-小玩意儿尺寸
-网格/捕捉刻度可见性,也可用[T]键切换
使原点缩放行为更符合原点轴。
这是一个更直观,但有限的,因为我们不能歪斜对象。
用于平移和旋转的本地空间鼠标输入现在更符合实际鼠标方向。
-与多个选择输入是相对于最后选定的对象。
修正了alt-tabbing会破坏鼠标输入的错误.
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