Editor Tools
V2i created and maintains a plugin that extends the functionality of the Unreal Engine editor itself. These tools are designed to enhance the workflow and provide additional features to developers, designers, and artists working within the Unreal Engine editor.
The plugin contains tools that automate repetitive tasks, streamline workflows, or provide new capabilities that are not available out of the box. The tool integrates directly into the Unreal Engine editor's user interface, appearing as additional panels, menus, and buttons.
The editor tools aim to streamline the development process by automating repetitive or time-consuming tasks. It provides capabilities for creating custom assets directly within the Unreal Engine editor and leverage the existing features and systems of Unreal Engine, to enable visualizing and editing various data types and properties specific to the project.
The plugin contains tools that automate repetitive tasks, streamline workflows, or provide new capabilities that are not available out of the box. The tool integrates directly into the Unreal Engine editor's user interface, appearing as additional panels, menus, and buttons.
The editor tools aim to streamline the development process by automating repetitive or time-consuming tasks. It provides capabilities for creating custom assets directly within the Unreal Engine editor and leverage the existing features and systems of Unreal Engine, to enable visualizing and editing various data types and properties specific to the project.
My Role
- Requirements Gathering:
Collaborating with stakeholders, including technical artists and designers, to understand their requirements and desired functionalities for the tools. - Design and Architecture:
Designing the overall architecture and structure of the tools, ensuring modularity, extensibility, and integration with the Unreal Engine editor. - Tool Development:
Writing code and scripts to implement the desired functionalities of the tools, including caching geometry data, snapping objects to geometry, generating meshes, baking and unbaking actors, automating coordinate conversions, and integrating Lua scripting. - Data Management:
Implementing caching systems to efficiently store and retrieve geometry data for snapping operations and other calculations. - Geometry Manipulation:
Developing algorithms and procedures to accurately snap complex splines, objects, and instanced foliage actors to the cached geometry. - Mesh Generation:
Creating algorithms and processes to generate meshes from closed splines, ensuring proper topology, UV mapping, and other required attributes. - Baking and Unbaking:
Developing tools to automate the process of baking multiple different actors into instances and unbaking them when necessary, ensuring efficient memory usage and performance. - Coordinate Conversion:
Implementing automation for converting meshes in local space to East North Up geospatial coordinates, ensuring accurate positioning and alignment for geospatial applications. - Vector Precision Conversion:
Developing routines to automate the conversion of single-precision vectors to double-precision vectors for enhanced precision in calculations. - Lua Integration:
Integrating Lua scripting language into the engine, allowing for editor and runtime Lua script execution, enabling custom scripting, and extending the functionality of the Unreal Engine editor. - Testing and Debugging:
Conducting thorough testing of the tools, identifying, and resolving any issues or bugs, and ensuring the tools function as intended. - Documentation and Support:
Creating documentation for the developed tools, including usage instructions, API references, and best practices. Providing support to users, including technical artists and designers, in utilizing the tools effectively. - Collaboration and Communication:
Maintaining effective communication with stakeholders, including technical artists and other team members, to gather feedback, iterate on the tools, and address any issues or enhancements.