Features:

  • Advanced Auto-Instancing for objects like StaticMeshes, Prefabs and PLAs
  • Very Easy to create Instances of Static Meshes
  • Fast Baked/Unbaked Spawning system for Instances, Actors and Niagara (proximity spawning included)
  • Proxies – swap to actors at: Short Proximity, Long-Distance Proximity or Destruction based
  • Runtime baking of PCG and Foliage volumes for proxy support
  • Fast Population system for landscapes
  • PCG Nodes to spawn rdInst Instances with indexes
  • Fast Actor and Component Pooling with Events
  • Fast Spline Manipulation and Population – Editor and runtime
  • Access to the Instance generators for raw power
  • Access the rdInst Subsystem from any actor
  • Distributed Spawning
  • Have Hierarchies of Actors/Instances, show and hide whenever, Editor or at Runtime
  • Assimilate child instances into their parents.
  • Randomization of Transform and Visibility with a sophisticated Randomization system
  • “Themes”, control the sets of visible objects by a Theme
  • Convert any Instance to a StaticMesh, ChildComponent or a Level Actor at Runtime
  • Fast Instance Transformations
  • Speeds up rendering while in the Editor – smoother editing large amounts of objects

Code Modules:

  •  rdInst (Runtime)

Number of Blueprints: 2

Number of C++ Classes: 10, 1 Subsystem

Network Replicated: N/A

Supported Development Platforms: Win64,Linux (should work with all platforms with runtime code)

Supported Target Build Platforms: Win64,Linux,Android (should work with all platforms with runtime code)

Documentation: https://recourse.nz/index.php/rdInst

Example Project: N/A

Important/Additional Notes:

特征:

  • 静态网格、预制件和PLAs等对象的高级自动实例化
  • 非常容易创建静态网格体的实例
  • 实例、Actor和Niagara的快速烘焙/未烘焙产卵系统(包括邻近产卵)
  • 代理-交换到actor:短接近,长距离接近或基于破坏
  • 用于代理支持的PCG和植物卷的运行时烘焙
  • 景观快速人口系统
  • Pcg节点生成带有索引的rdInst实例
  • 快速的Actor和组件池与事件
  • 快速样条操作和总体-编辑器和运行时
  • 访问原始电源的实例生成器
  • 从任何actor访问rdInst子系统
  • 分布式产卵
  • 拥有Actor/实例的层次结构,无论何时,编辑器或运行时显示和隐藏
  • 将儿童实例同化为他们的父母。
  • 使用复杂的随机化系统对变换和可见性进行随机化
  • “主题”,按主题控制可见对象集
  • 在运行时将任何实例转换为StaticMesh、ChildComponent或Level Actor
  • 快速实例转换
  • 在编辑器中加快渲染速度-更流畅地编辑大量对象

代码模块:

  •  rdInst(运行时)

蓝图数目:2

C++类数:10,1个子系统

网络复制:N/A

支持的开发平台:Win64,Linux(应该与所有具有运行时代码的平台一起工作)

支持的目标构建平台:Win64,Linux,Android(应该与所有具有运行时代码的平台一起工作)

文件:https://recourse.nz/index.php/rdInst

示例项目:N/A

重要/附加注意事项:










Latest Version: 1.43 – 30th August 2024

Note: Unlike most Professional versions, rdTools Pro licenses give you a license for unlimited seats within your company/studio.

Website: https://recourse.nz/index.php/rdinst-home/

Discord Channel: Here.

Videos:

Randomized Buildings: https://youtu.be/CZhwYjf6T2w

Long Distance Proxies: https://youtu.be/Jd1_Cv8o9DA

Runtime Harvesting: https://youtu.be/dYr7lNkIAaM

Vehicle Proxies: https://youtu.be/37B4OD2jJyc

Note: rdInst is compatible back to UE4.27 – these built previous versions are available upon request.

Tested on Windows, Linux and Android – should be compatible with Mac and IOS, Playstation and XBox.

The plugin can be used in two ways:

  • As an Editor plugin, providing optimized editing and fast randomization, baking out the results into fast blueprint only actors using either just static meshes or utilizing any method of instancing – or even baked into static meshes (great for Nanite). rdBPtools is completely compatible with rdInst and uses its optimizations when you use its Base Blueprints.

  • As a runtime plugin, packaged along with your project. Providing it’s instancing and spawning routines, and its optimizations for use in real-time – such as randomizing a room to a specific seed before moving it into place. In fact, it is this part that provides the best optimization. You can have many objects in your rooms, each with their own random settings – using rdInst, you don’t even see a drop in framerate when randomizing. Blueprint routines to randomize are somewhat slower – especially when actors rely on other actors to be visible.

rdInst has tools for:

  • Advanced Auto-Instancing for objects like StaticMeshes, Prefabs and PLAs

  • Fast and easy access to raw, global ISM or HISM generators from any actor

  • Managed ISMs or HISMs from any actor based on the rdActor

  • Actor Proxies for automatic switching to Full Actors from Instances

  • Powerful Spawn system with large-world compatible proximity spawning

  • PCG Nodes for spawning rdInst Instances with indexes

  • Fast Instance to Actor switching and visa-versa

  • Fast Instance Transforming

  • Randomization of transform, visibility, selection of 1 from list etc

  • Themes to control what is visible, and how the randomization is applied

  • A fast, scalable runtime Landscape Population system, optional splatmaps, slope placement fixing, material detection and much more.

  • Actor and Component Pooling

  • Distributed transactions (spread out spawning over multiple frames)

  • Utilities for various system things

Just use the included rdActor as your base actor, or directly call library functions from the rdInst Subsystem.

Instances are managed according to their owning actor, during Editing this allows fast editing of large amounts of meshes – during runtime this allows fast Showing/Hiding of actors and even sub-folders of meshes for each actor.

Non-managed functions are available too – these give raw access to the InstancedStaticMesh and HeirachialInstancedStaticMesh Components used to create the instances.

It’s as simple as calling the “rdAddInstance” node in your Blueprints, specifying the Static Mesh and a Transform. Removing them is as simple as using the “rdRemoveInstances” – it only removes instances used by your current blueprint.

Even with the Management and Randomization system built in, you’re able to get the same performance as the Foliage Tool – in fact quite a bit faster when you’re using World Partition with foliage spread over many tiles.

When Adding Instances at run-time, rdInst can be used to distribute the additions over multiple frames to keep the frame rate smooth – all handled behind the scenes.

最新版本:2024年8月1.43-30日

注意:与大多数专业版本不同,rdTools Pro许可证为您提供公司/工作室内无限席位的许可证。

网站: https://recourse.nz/index.php/rdinst-home/

不和谐频道: 这儿。

短片:

随机建筑物: https://youtu.be/CZhwYjf6T2w

长途代理: https://youtu.be/Jd1_Cv8o9DA

运行时收获: https://youtu.be/dYr7lNkIAaM

车辆代理: https://youtu.be/37B4OD2jJyc

注意:rdInst兼容UE4.27-这些构建的早期版本可根据要求提供。

在Windows,Linux和Android上测试-应该与Mac和IOS,Playstation和XBox兼容。

该插件可以通过两种方式使用:

  • 作为一个编辑器插件,提供优化的编辑和快速随机化,只使用静态网格体或使用任何实例化方法将结果烘焙到快速蓝图actor中-甚至烘焙到静态网格体中( rdBPtools与rdInst完全兼容,并在使用其基础蓝图时使用其优化。

  • 作为一个运行时插件,与您的项目一起打包。 提供它的实例化和生成例程,以及实时使用的优化-例如在将房间移动到位之前将其随机化到特定种子。 事实上,正是这部分提供了最佳的优化。 你可以在你的房间里有很多对象,每个对象都有自己的随机设置–使用rdInst,你甚至看不到随机时帧速率的下降。 随机化蓝图例程的速度稍慢–特别是当actor依赖其他actor可见时。

rdInst有工具:

  • 静态网格、预制件和PLAs等对象的高级自动实例化

  • 从任何参与者快速轻松地访问原始、全局ISM或HISM生成器

  • 基于rdActor的任何actor的托管ISMs或HISMs

  • Actor代理,用于从实例自动切换到完整Actor

  • 强大的产卵系统与大世界兼容的接近产卵

  • 用于生成带有索引的rdInst实例的PCG节点

  • 演员转换的快速实例,反之亦然

  • 快速实例转换

  • 变换的随机化,可见性,从列表中选择1等

  • 主题来控制什么是可见的,以及如何应用随机化

  • 一个快速,可扩展的运行时景观人口系统,可选的splatmaps,斜坡放置固定,材料检测和更多。

  • Actor和组件池

  • 分布式事务(在多个帧上分散生成)

  • 各种系统事物的实用程序

只需使用包含的rdActor作为基本actor,或直接从rdInst子系统调用库函数。

实例根据其拥有的actor进行管理,在编辑期间,这允许快速编辑大量网格体–在运行时,这允许快速显示/隐藏actor,甚至每个actor的网格子文件夹。

非托管函数也可用-这些函数提供了对用于创建实例的InstancedStaticMesh和HeirachialInstancedStaticMesh组件的原始访问权限。

这就像在蓝图中调用”rdAddInstance”节点,指定静态网格体和转换一样简单。 删除它们就像使用”rdRemoveInstances”一样简单–它只删除当前蓝图使用的实例。

即使内置了管理和随机化系统,您也能够获得与植物工具相同的性能–事实上,当您使用植物分布在许多瓷砖上的世界分区时,速度要快得多。

在运行时添加实例时,rdInst可用于在多个帧上分发添加内容,以保持帧速率平滑-所有这些都在幕后处理。

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