Ends Today: Save up to 95% on the Time Travel Mega Bundle!

Latest Version: 1.22 - 15th April 2023


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


Note: rdInst is compatible back to UE4.25 - these built previous versions are available upon request.


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.

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

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 HeirachialInstanceStaticMesh 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.

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.

Technical Details

Features:

  • Very Easy to create Instances of Static Meshes
  • All Instances are managed, and looked after behind the scenes
  • Access to the actual Instance generators for raw power
  • When adding large amounts of Instances at runtime, optionally split the addition over multiple frames
  • Create new Actors in a Managed way from Construction Scripts
  • Have Hierarchies of Actors/Instances, show and hide whenever, from the Editor or at Runtime
  • Assimilate child instances into their parents.
  • Apply Randomization of Child Actors Transform and visibility with a sophisticated Randomization system
  • Use “Themes”, control the sets of visible Actors/Instances by a Theme
  • Convert any Instance to a ChildComponent or a Level Actor at Runtime
  • Find the Instances Parent from HitScans
  • Fast Instance Transformations without rebuilding
  • Easy way to set Instance Render Settings for Static Meshes
  • 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: 4

Network Replicated: N/A

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

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

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

Example Project: N/A

Important/Additional Notes:

R
RecourseDesign
All Assets by Author
19.73 
Platforms Windows 64-bit, Linux
UE Versions 4.27, 5.0 - 5.2
Tags ACTOR POOL, SPAWN SYSTEM, RANDOM GENERATION, INSTANCEDSTATICMESH, SPAWNING RANDOMIZER, INSTANCING, CODE PLUGIN, OBJECT POOL, POOLING, RANDOM, OPTIMIZATION
Release date 15.12.2022

Similar products

Image
Sign In
Image
Sign Up
Image
Recovery