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I don't suppose there are plans for this to work on 5.5 either?

I don't think NT Entertainment is working on this plugin anymore. The latest 4.27.2 version doesn't work properly either. The only way I was able to get a hold of him in the past was through some knockoff Twitter platform which has been, unsurprisingly, shut down already.

And such a shame that is; it's one of the most useful plugins for Unreal Engine.

(+2)

A 4.27 version that should work better is now live.
Sorry for the delay.

Thank you for the update; I didn't mean to come off as impatient or anything like that - it's just that I rely heavily on HammUEr for a major project and the fact that I couldn't use the full precision UV import feature you added at my request without breaking texture exporting was rather frustrating. After some quick testing, I can confirm that both features work properly in the new release - and what a time saver this is!

I assume you'll probably want to move away from UE4 at this point anyway (I have considered migrating my project to UE5, but decided against it), so I'll understand if this is the last update for the old engine. However, if you were to continue development for it, there is one last feature that, having spent a lot of time with my HammUEr workflow, I think would be extremely useful: smoothing group import. The angle threshold-based smoothing is not terrible, but I do find it rather limiting. Being able to import smoothing groups from Hammer would eliminate this problem; however, I realise that if this were an easy thing to implement, you probably would have done it already. I just wanted to put it out there that this feature would make the plugin absolutely perfect in my eyes, and I imagine others would concur.

Anyway, thanks again for the fix (I've spotted some of the new options here and there and they are also appreciated) and merry Christmas.

Took a quick look at the code, because I definitely remember reading the smoothing groups. Ran into a "This is a confusing mess for a lot of users causing them to complain about weirdness, so let's just calculate our own and be done with the whole thing" comment, so...
Yeah.
Maybe if you can give me like a couple of "here's some vmfs, with images of what I want these things to look like" examples, I can do some kind of "no, really, I want to use the smoothing groups" override option down the line? Maybe.

In my specific use case, I generally want most of the map geometry to just use flat shading, but then I'll have something like a pipe or column where I want the sides to be smooth. This would be very easy with smoothing groups, since I'd only need to use them on these specific brushes. Right now, I just have a 40 degree threshold set, so stuff like pipes gets smoothed automatically, but then some angled walls get smoothed as well when I don't want them to. There is a way to bypass this by having the faces of the wall spread between different objects, but situations where this is a practical workaround are very rare.

I generally assumed that there's probably some major hurdle with the smoothing, so I'm not surprised that there's no simple solution. But this is essentially the one feature that I think the plugin could still benefit from, since the lack of control over the shading is a pretty noticeable limitation. And yeah, I know I could just export the meshes to Blender and adjust the shading there, but this kind of defeats the purpose of using HammUEr in the first place. Everything else can be done using just Hammer and the UE editor and this would be the one outlier.

(+1)

5.5 version is now live. 
Sorry for the delay.