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Beschreibung

📚Doc

🎞Demonstration

🗨Discord

DGOneGizmo is a professional measurement, visualization, and runtime transform editing plugin for Unreal Engine 5, built for level designers, environment artists, technical artists, and technical designers.

Its core promise: see it clearly, validate it quickly, trust it confidently — even in dense production scenes.

✨ Why DGOneGizmo

📐 Instant spatial clarity

Visualize World AABB and Local Bounds side by side to compare real scene occupancy against source asset dimensions. Surface area and volume readouts are available at a glance, with configurable decimal precision and full unit support (cm / m / km / in / ft).

🧠 Readable in crowded scenes

A smart declutter pipeline — priority ordering, screen-space ring placement, and +N cluster hints — keeps on-screen readouts legible under load. Tune max visible labels, ring count, and vertical offset from a single settings panel.

🎨 Component-level color mapping

Different Primitive Components on the same Actor get stable, vivid, auto-separated colors, with matching wireframe and label colors for instant pairing.

🧭 Axis-aware visualization

RGB X / Y / Z local axes show orientation and relative extent at a glance. Options include distance-adaptive line thickness, occlusion-aware dashed rendering, arrowheads, and a soft overlay pass to stay readable through geometry.

🔎 High-contrast text readability

Semi-transparent text backgrounds, optional leader lines, panel borders, and axis-colored dimension text improve contrast over busy materials and bright environments.

⚙️ Centralized project settings

Over 100 configurable parameters — visualization, declutter, tracing, skeletal snapping, cross-section, runtime gizmo, and refresh cadence — all in one Project Settings panel.

🧩 Core Features

Bounds Visualization

  • World AABB and Local Bounds overlays with dimension labels

  • Multi-selection: individual bounds per object or combined outer AABB

  • Surface area and volume display

  • Always-on-top rendering option; soft overlay and occlusion-aware rendering styles

  • Distance-adaptive line thickness; configurable max draw objects (up to 2048)

Two-Point Distance Measurement

  • Temporary preview and persistent session storage

  • Euclidean distance plus axis deltas (ΔX / ΔY / ΔZ)

  • Skeletal mesh vertex snapping (imported vertices or CPU-skinned animated pose)

  • Editor depth picking with collision trace fallback; configurable trace channel

Gap Measurement (surface-to-surface)

  • Two-click workflow: select Actor A, then Actor B

  • Iterative closest-point projection computes the minimum surface-to-surface distance automatically

  • Configurable iteration count (4–64); works with convex and concave shapes

Angle Measurement

  • Three-click workflow: first ray point → vertex → second ray point

  • Arc visualization at the vertex with configurable segments and radius

  • Persistent storage alongside distance and gap measurements

Cross-Section Measurement

  • Three plane definition modes: Two-Click Midpoint Normal, Click + Camera Normal, Interactive Plane Widget

  • Closed contour loop extraction from StaticMesh and SkeletalMesh geometry

  • Cross-sectional area computation (cm²) with on-screen text overlay

  • Engineering-style hatching: configurable spacing, angle, and cross-hatch option

  • Translucent plane disc visualization; skinned vertex support for animated skeletal meshes

Measurement Export

  • CSV and JSON export with configurable decimal places and unit

  • DataTable asset export (editor)

  • Optional surface normal inclusion per measurement point

Unified Eraser

  • Click-to-erase nearest measurement of any type (distance, gap, angle, cross-section)

  • Configurable pick tolerance; Clear All function

Blueprint Bounds Helpers

  • Per-object bounds query and combined bounds for multiple objects

  • Surface area and volume from bounds data

  • Unit conversion utilities; actor scale-to-target-size helpers

  • Cross-section computation and contour queries fully exposed to Blueprints

Runtime Transform Editing

  • Translate, Rotate, and Scale gizmos with X-ray foreground rendering

  • Axis and plane constraints; configurable handle sizes and hit radii

  • Pivot modes: Actor Origin, Component Bounds Center, Instance Center

  • Instanced Static Mesh support with per-instance transform editing

  • ADGOneRuntimeGizmoGameMode + ADGOneRuntimeGizmoPlayerController + ADGOneRuntimeGizmoPawn ready-to-use setup

Undo / Redo

  • Per-player transform history with configurable depth (up to 256 steps)

  • Ctrl+Z / Ctrl+Y (rebindable); full Blueprint API (CanUndo, CanRedo, GetDepth, Undo, Redo, Clear)

  • Event delegates: OnUndoExecuted, OnRedoExecuted, OnUndoHistoryCleared

Multiplayer Support

  • Server-validated transform RPCs with replicated actor whitelist (ADGOneRuntimeEditAuthorityActor)

  • Per-player undo/redo history; move-rate throttling and scale magnitude clamping

  • Client correction on authority mismatch

Editor Toolbar & Hotkeys

  • Dropdown menu: visualization toggle, persistent measure, eraser, gap, angle, cross-section, clear all, Set Size dialog

  • 13 fully rebindable keyboard shortcuts from Project Settings

🎯 Ideal Use Cases
  • Clearance and traversal validation in level design

  • Modular asset size consistency checks across a scene

  • Scene dressing and scale calibration with immediate spatial feedback

  • Cross-section analysis for industrial visualization, digital twin, and previs workflows

  • Quick in-viewport distance and angle checks without leaving the level editing context

  • Runtime scene editing and spatial annotation in shipped products

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