Rama's Vertex Snap Editor Plugin

Contents

Overview

Plugin Author: Rama (talk)

Dear Community,

Here is my Vertex Snapping UE4 Editor Plugin!

Below I am sharing with you not only the actual plugin, but the entire source code for:

1. The plugin, showing you how to make your own (you get the source with my plugin file download)

2. My extended UE4 Editor Engine class

3. My very own Vertex Snapping Editor Mode, showing you via complete example how you can make your own Editor Modes!

Entire C++ Source Code

My Entire C++ Source Code For You!

Pictures

800x

VertexSnapContinuous.jpg

VertexEditorPlugin Snap.jpg

VertexEditorPlugin Resize.jpg

VertexEditorPlugin SnapAngle.jpg

Plugin Release Dates and UE4 Engine Versions

All Future Updates

Because of the wiki file size limit of 20mb I am compelled to unify my Victory Plugin distribution into Editor + Packaged Binaries only in a media fire download from now on.

All future updates are at this link:

Rama's Victory Plugin, Editor + Packaged Binaries

Entire C++ Source code is included!

Github link: https://github.com/EverNewJoy/VictoryPlugin

Victory Ed Engine ~ Vertex Snapping & Instanced Static Mesh Editor

Media Fire Download Links

I include media fire links in the file description for more recent engine verisons!

File:VictoryEdEngine.zip

Installation of Victory Blueprint Library

You should install my Victory Plugin in the Engine/Plugins/Runtime folder of the appropriate Engine version.

You should always try to package for Development Win64 first, and Shipping Win32 as these are the only two platforms I support for those who do not have C++ access.

Detailed Description

Installation of VictoryEdEngine for Vertex Snapping

Victorybpplugin.jpg


Plugin download (5.8 MB):


It is important to do all of these steps in order

1. download my editor / BP plugin and put in a directory directly off of your main project directory called "Plugins"

spelling must be exact

2. Load UE4 editor and go to Windows->Plugins

3. Find my plugin and make sure it is checked as being active

4. maybe double check #3

5. close the editor.

6. go to YourProject/Config/DefaultEngine.ini

7. add these lines:


 [/Script/Engine.Engine]
 UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine


8. Load UE4 Editor again

9. click on any static mesh actor

10. You should now see the Victory Editor HotKeys button in the top left

11. If you hover mouse over this title area any time, you can get the list of hotkeys

12. Enjoooy!

What does this all do?

My plugin includes an alternative UnrealEdEngine class, that makes use of my new additional FEdMode editor mode class.

The config file tells the main UE4 binary to use my alternative UnrealEdEngine class instead of the default.

Commenting out the line you added will instantly disable my Editor Mode.

Unchecking my plugin in Windows->Plugins within the editor, but leaving the config file set,

is pretty much guaranteed to cause a crash.

soooo

Disabling My Editor Mode / Entire Plugin

To disable my editor mode you should *always* comment out the DefaultEngine.ini line first!

Then you can load the editor again and disable the plugin entirely


My plugin cannot corrupt or damage your main UE4 install in any way,


If you get a crash dont panic, just read these steps again


" Help I can't Load UE4 Anymore "

The worst that can happen is that the config file gets setup up wrong,

and you wont be able to load the editor,

and it will crash if you try cause it can't find the new Engine class.


But, this is extremely easy to fix!


just comment out the line that you added in your config file and you are guaranteed good-to-go

 [/Script/Engine.Engine]
 UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

Instanced Static Mesh Editor

800x

Introduction Video


Setup

I recently added a feature so that you can select many static mesh actors that all have the same static mesh and convert them into 1 instanced static mesh!

This process can be reversed at any time to make individual edits!

In this way you can enable UE4 to render 1000s of static meshes while maintaining very high FPS!

Now you can edit instanced static meshes with all the tools you are familiar with and convert all the static mesh actors when you are done, to get a huge FPS boost!

Update: Part of Victory Ed Engine

My ISM Editor feature is now part of the Victory Ed Engine plugin which is separate from the Victory BP Library plugin :)


Mandatory Setup Step

To make my Instanced Static Mesh system work with your project you have to choose a ISM actor class. You can either create your own by adding a Instanced Static Mesh Actor to a new Actor blueprint, making the ISM component the root component, or you can use the VictoryISM class in my Victory BP Library plugin!

1. Go to Project Settings->Game->Victory Ed Engine

2. Choose your own custom Instanced Static Mesh Actor class, or use the one from my Victory BP Library plugin

3. Select a bunch of static mesh actors and press i to convert them, shift + i to convert back, also work with undo/redo

4. Enjoy!

Works With UE4 Undo System

My Vertex Snap Editor Mode now works with UE4's undo system!

Yay!

You can undo as many individual snap events as you want!

Note that I only save an undo state when you release the V key to avoid flooding the system while you are continuously snapping while holding down V.

So make sure you release the V key to save your final state before using CTRL + Z

Undo.jpg

Rama

Newest Editor Feature:

New Display Options

Now pressing the U key is a display toggle!

  • Default = only show the vertex the mouse is hovering over
  • Press U once to show all vertices
  • Press U again to show no vertices
  • Press U again to be back to showing cursor-highlighted vertices only
  • etc

New Workflow(3/27/14)

  • Press V to select a vertex
  • Hold down V to continuously snap to vertices of other highlighted meshes
  • Release to finalize the move

New Snap to Surface Normal Workflow

  • Press V and and also hold down shift
  • If you fiddle with your approach angle and move the mouse little bits, you can get some really great normal alignments without much effort

Enjoy!

Rama

VertexSnapContinuous.jpg

Drop Static Meshes to Nearest Surface!

Now you can just press the Y key in the UE4 Editor

to drop the selected Static Mesh or Static Meshes to the nearest surface in the level!


You can drop Static Meshes down to each other too!

My algorithm takes into account the actual shape of the static mesh being dropped, as well as the landscape/level/meshes it is being dropped onto!

If you have multiple objects selected, they are treated as one big object and all the surfaces are calculated together, and the group is dropped, maintaining formation, to the nearest surface within your level.

Vertex Snap Plugin

My extended Editor Engine detects when the user clicks on a static mesh actor, and activates my Vertex Snapping Editor Mode.

UE4 Editor Plugin, No Code Compile Required

Dear Community,

This is my very first new Editor Mode for the main UE4 Editor!

This is a tiny ( under 10 MB ) plugin, that you can download and use without having to compile any source code.

Your project does not have to be a code-based project!

It adds 3 new features

1. Toggle instantly moving selected static meshes to the mouse cursor, to quickly move them around, or "teleport" them across the map, supports Multi Selection.


2. Press K to reset a static mesh actor's rotation


3. Vertex Snapping! Optionally snap to surface normal of destination static mesh

   -verticies can be resized anytime using + or -
   -you can cycle among 5 different verticies display options at any time 
   -you can toggle vertex displaying by pressing Y.


All of the features are related to static mesh actors and my editor mode disables itself if you are not working with a static mesh actor.

It is super easy to enable or disable my editor mode, or suspend it entirely after trying it out.


With my editor mode plugin you can enjoy some new features for your UE4 Editor Experience!


Victory Editor Align Mode

Features:

Instant Mouse Move of Static Mesh Actor

-Press T key to toggle this mode! (mapping it to a mouse button proved too complicated given all existing editor mouse button functionality)

-The selected Static Mesh(es) will move instantly to follow the mouse cursor anywhere in the XY plane, staying on the current Z

-This can be used to instantly move objects to a location by a. selecting them all b. moving to your desired destination location c. press T key and they will all warp to your current location :)

-Supports multi-selection

Reset any Static Mesh Actor's rotation to 0

-Press the K key -just a handy little feature, -extra-useful if the vertex Snap-By-Surface-Normal goes wonky

Vertx Display and Snapping

-Press Y key to toggle displaying of static mesh verticies! -Press B to toggled between five different display types for all verticies a. simple crosshair b. solid rectangle c. 3D box d. diamond (pretty good even at 4000 verticies) e. sphere (slow for > 3000 verticies)

-Hold SHIFT while selecting the second vertex to use Snap-By-Surface-Normal, which will try to align the source static mesh actor with the surface of the destination actor.

-snap selected static mesh actor by chosen vertex to the chosen vertex of another static mesh actor,

-can do whole process with 3 input key presses total!


Vertex Resizing

You can resize all the verticies at once by pressing and holding -/+


Verticies Dynamically Update

No matter how you scale or rotate the mesh the drawn verticies will update correctly:)


Vertex Selection

You can move/rotate the selected static mesh actor after selecting one of its verticies, and the selection will be maintained and updated.


WorkFlow Efficiency

Fast User Interface

Vertex snapping can be accompished in three input presses total

1. select the actor you are going to move 2. hover over chosen vertex and press V 3. hover over chosen vertex of other mesh and press V

The reason this only takes 3 inputs is because when you hover the mouse over other static mesh actors,

my editor mode automatically highlights all of the vertices and the vertex that is closest to the cursor.


Why not use Mouse Click?

The reason the vertex selections are key presses not mouse clicks:

-any kind of mouse click tends to change selection, and I dont wish to override this functionality

-it's easy to miss-click with the mouse on a vertex that is at a corner, and end up selecting the landscape instead

-the thematic consistency provided by using a same-key-press to do the whole snap process feels nice :)

The flow becomes:

hover mouse over vertex press key V

hover mouse over other vertex press same key V

Snap done!

Speed: Using the PDI / Primitive Draw Interface

In case you are curious, I am drawing directly to the PDI, the fundamental drawing surface, using DrawPoint.

This is about as light-weight as I know how to get at present

An advantage of using PDI and DrawPoint is that only verticies in the chosen depth priority will draw.

This enables me to hide verticies that you would not realistically want to click on from the opposite side of a mesh.

High Vertex Counts

-Verticies are not drawn if the object vertex count is too high (10,000 at moment), as that could cause a long delay or even a hang if you click on a high-res statue or something like that :)

- I automatically switch sphere vertex display mode down to box mode if vertex cound is > 5000 to prevent slowdown if cycling through the B key


Editor Environment Integration

-Victory Align Mode auto-activates when you click on Static Mesh Actors,

-Press P key to restore previous Editor mode and Real Time Status instantly

-Clicking on non-static mesh actors will restore previous Editor Mode


Example:

If you are busy clicking on stuff and you end up in my editor mode by accident, press the P key to instantly revert to prevous mode

Interface:

-There is a useful hover-button in top left of window that will show you all the hotkeys for this Editor Mode any time you hover mouse over it

-The hover-button fades itself out to be less visual distraction, but hovering mouse over it will fade it back in and display helpful info

-When using the Instant Mouse Move by tapping the T key,

     the move/rotate/scale main editor widget disappears to let you know you are in that mode and also because it is not really usable while using the T-key mode.

-Deselecting or exiting the mode cancels the Instant T(ranslate) key mode.

Using Vertex Snap Mode

Once you click on a static mesh actor, if the verticies are not showing, press the V key

1. Hover mouse on vertex,

2. press V

3. Hover mouse over other static mesh and one of its verticies,

4. press V


If you are using Align-By-Surface-Normal, the selected static mesh will attempt to orient itself to the surface closest to the vertex of the other static mesh.

Vertex Editor Plugin Summary

Light-Weight for Your UE4 Editing Experience

I tried to make the vertex-selection aspect of my editor mode as light-weight as possible,

- no traces - no collision - no extra actors involved - just drawing to the PDI

There is not actually any 3D collision for the verticies!

I defined a "button" struct which stores the projected coordinates of the verticies, plus the resizable drawn-vertex scaling.

So as you scale the verticies the buttons grow to accommodate.

Whenever the view changes, the buttons are freshed.

If there is no input to the UE4 Editor or you have it in the background, the buttons are never refreshed

In Summary, it's just a bunch of invisible floats that are determining when you are clicking or highlighting the verticies of the Static Mesh Actors


Have Fun

Have fun with my editor mode!

Rama (talk)

My Entire Plugin C++ Source Code

Credits

Feel free to use my C++ code as an outline for making your own Editor Mode Plugin!

Just please give me credit somewhere appropriate.

I did not use any algorithms or math equations from any source,

I wrote all the code myself and just used Epic's awesome UE4 Beta .h files as a reference.

 This code does not contain any UE4 C++ source code, as I did not have access to it when I wrote this plugin.

VictoryEdEngine

This is the class that becomes your new UE4 Engine class, and it must be set to be used by UE4 via DefaultEngine.ini

[/Script/Engine.Engine]
;UnrealEdEngine=/Script/UnrealEd.UnrealEdEngine
UnrealEdEngine=/Script/VictoryBPLibrary.VictoryEdEngine

.H

#pragma once
 
#include "UnrealEd.h" 
#include "VictoryEdAlignMode.h"
#include "VictoryEdEngine.generated.h"
 
USTRUCT()
struct FDropToClosestSurfaceData
{
	GENERATED_USTRUCT_BODY()
 
	UPROPERTY()
	AStaticMeshActor* TheActor;
 
	UPROPERTY()
	FVector SurfaceLoc;
 
	UPROPERTY()
	float DistSquared;
 
	FDropToClosestSurfaceData()
	{
		DistSquared = 1000000000;
		SurfaceLoc = FVector::ZeroVector;
		TheActor = NULL;
	}
};
USTRUCT()
struct FVButton
{
	GENERATED_USTRUCT_BODY()
 
	UPROPERTY()
	int32 Vibe;
 
	UPROPERTY()
	FVector PointInWorld;
 
	UPROPERTY()
	float minX;
 
	UPROPERTY()
	float maxX;
 
	UPROPERTY()
	float minY;
 
	UPROPERTY()
	float maxY;
 
	FVButton()
	{
		Vibe = -1;
	}
};
 
UCLASS(config=Engine)
class UVictoryEdEngine : public UUnrealEdEngine
{
	GENERATED_UCLASS_BODY()
 
	bool CreatedVictoryEdMode;
 
	//the user-selected mode prior to initiating VictoryEdMode
	FEditorModeID PrevModeID;
 
 
//utility
 
//Assets
public:
 
	/*
	UPROPERTY()
	UStaticMesh* AssetSM_EngineCube;
	//StaticMesh'/Engine/EngineMeshes/Cube.Cube'
 
 
	UPROPERTY()
	UMaterial* ColorMat;
 
	UPROPERTY()
	UMaterialInstanceDynamic* ColorMatInst_GlowyBlue;
 
	UPROPERTY()
	UMaterialInstanceDynamic* ColorMatInst_GlowyRed;
 
	UPROPERTY()
	UMaterialInstanceDynamic* ColorMatInst_GlowyYellow;
	*/
 
//Font
public:
	UPROPERTY()
	UFont* VictoryEditorFont;
	//Font'/Engine/EngineFonts/RobotoDistanceField.RobotoDistanceField'
 
	FORCEINLINE UFont* GetVictoryFont()
	{
		if(VictoryEditorFont) return VictoryEditorFont;
		return GetStatsFont();
	}
 
//Selection
public:
	AActor* VSelectedActor;
 
	TArray<FVector> SelectionRelativeOffsets;
	void GetSelectedActorsRelativeOffsets();
	bool SelectedActorVerticiesNeedsUpdating;
	bool ClearSelectedVertex;
 
//core
public:
	static const FName VictoryEditorModeID;
	void SwitchToVictoryEdMode();
 
	FORCEINLINE void ExitVictoryAlignMode()
	{
		//Deactivate Mode
		GEditorModeTools().DeactivateMode( VictoryEditorModeID );
 
		//Restore Previous Realtime State
		//GCurrentLevelEditingViewportClient->RestoreRealtime(true); //allow disable
 
		//Activate Previous Mode
		GEditorModeTools().ActivateMode(PrevModeID);
	}
 
//tests
public:
	void RunTests();
 
protected:
 
	virtual void NoteSelectionChange() OVERRIDE;
 
	virtual void Tick(float DeltaSeconds, bool bIdleMode) OVERRIDE;
};

.CPP

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
 
//Unreal Editor Fun With Rama
 
//#include "VictoryGame.h"
#include "VictoryBPLibraryPrivatePCH.h"
 
 
const FName UVictoryEdEngine::VictoryEditorModeID = FName("VictoryEditorMode");
 
UVictoryEdEngine::UVictoryEdEngine(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	CreatedVictoryEdMode = false;
 
	PrevModeID = FBuiltinEditorModes::EM_Default;
 
	//Font
	static ConstructorHelpers::FObjectFinder<UFont> TheFontOb(TEXT("Font'/Engine/EngineFonts/RobotoDistanceField.RobotoDistanceField'"));
	VictoryEditorFont = (UFont*)TheFontOb.Object;
 
	/*
	//Cube
	static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshOb_cube(TEXT("StaticMesh'/Engine/EngineMeshes/Cube.Cube'"));
	AssetSM_EngineCube= StaticMeshOb_cube.Object;
 
	//Color Mat Inst
	static ConstructorHelpers::FObjectFinder<UMaterial> ColorMatInstOb(TEXT("Material'/Engine/EditorMaterials/Utilities/LinearColorPicker_MAT.LinearColorPicker_MAT'"));
	ColorMat = ColorMatInstOb.Object;
 
	//Create Instance
	if(ColorMat)
	{
		ColorMatInst_GlowyBlue = UMaterialInstanceDynamic::Create(ColorMat, this);
		if(ColorMatInst_GlowyBlue) ColorMatInst_GlowyBlue->SetVectorParameterValue(FName("Color"), FLinearColor(0,0,1,1));
 
		ColorMatInst_GlowyRed = UMaterialInstanceDynamic::Create(ColorMat, this);
		if(ColorMatInst_GlowyRed) ColorMatInst_GlowyRed->SetVectorParameterValue(FName("Color"), FLinearColor(1,0,0,1));
 
		ColorMatInst_GlowyYellow = UMaterialInstanceDynamic::Create(ColorMat, this);
		if(ColorMatInst_GlowyYellow) ColorMatInst_GlowyYellow->SetVectorParameterValue(FName("Color"), FLinearColor(1,1,0,1));
	}
	*/
}
 
void UVictoryEdEngine::SwitchToVictoryEdMode()
{
	//Create it if it not exist yet
	if(!CreatedVictoryEdMode)
	{
		//Proper way to make a shared ref ???
		TSharedRef<class FVictoryEdAlignMode,ESPMode::Fast> VictoryEdMode = MakeShareable( new FVictoryEdAlignMode() );
 
		//Init VictoryEdMode
		VictoryEdMode->JoyInit(this);
 
		//Register
		GEditorModeTools().RegisterMode(VictoryEdMode);
 
		CreatedVictoryEdMode = true;
	}
 
	//~~~ Store Previous Editor Mode ~~~
	TArray<FEdMode*> OutActiveModes;
	FEdMode* CurMode = NULL;
	GEditorModeTools().GetActiveModes( OutActiveModes );
 
	for(int32 Itr = 0; Itr < OutActiveModes.Num(); Itr++)
	{
		CurMode = OutActiveModes[Itr];
		if(!CurMode) continue;
		if(CurMode->GetID() == VictoryEditorModeID ) continue;
 
		PrevModeID = CurMode->GetID();
		//UE_LOG(Victory,Warning, TEXT("Previous Editor Mode: %s"), *CurMode->GetID().ToString() );
	}
 
	//Activate Victory Editor Mode
	GEditorModeTools().ActivateMode(VictoryEditorModeID);
}
 
void UVictoryEdEngine::RunTests()
{
	//tests
}
 
 
void UVictoryEdEngine::GetSelectedActorsRelativeOffsets()
{
	SelectionRelativeOffsets.Empty();
	//~~~~~~~~~~~~~~~~~~~~~~~~
 
	//Get the Relative Offsets
	const FVector Origin = VSelectedActor->GetActorLocation();
 
	AActor* VSelectItrActor;
	for(FSelectionIterator VSelectItr = GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		VSelectItrActor = Cast<AActor>(*VSelectItr);
		if(!VSelectItrActor) continue;
		//~~~~~~~~~~~~~~~~~~
 
		SelectionRelativeOffsets.Add(VSelectItrActor->GetActorLocation() - Origin );
		//UE_LOG(Victory, Error, TEXT("Relative offset %s"), *SelectionRelativeOffsets[SelectionRelativeOffsets.Num() - 1].ToString());
	};
}
void UVictoryEdEngine::NoteSelectionChange()
{
	Super::NoteSelectionChange();
	//~~~~~~~~~~~~~~~~~
 
	if(!GetSelectedActors()) return;
	AActor* SelectedActor = Cast<AActor>(GetSelectedActors()->GetTop(AActor::StaticClass()));
	if(!SelectedActor) return;
	//~~~~~~~~~~~~~~~
 
	if(SelectedActor != VSelectedActor) ClearSelectedVertex = true;
 
	//Update
	VSelectedActor = SelectedActor;
 
	//Always Refresh
	SelectedActorVerticiesNeedsUpdating = true;
 
	//For use with multi-select moves
	GetSelectedActorsRelativeOffsets();
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	//Only Activate for Static Mesh Actors Currently
	if(SelectedActor->IsA(AStaticMeshActor::StaticClass()))
	{
		//Switch to Victory Align Mode if not active already
		if(!GEditorModeTools().IsModeActive(VictoryEditorModeID)) 
			SwitchToVictoryEdMode();
	}
	else
	{
		//Deactivate Mode for Non-Static Mesh Actors
		ExitVictoryAlignMode();
	}
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	//RunTests();
 
	//UE_LOG(Victory, Warning, TEXT("New Selected Actor %s"), *SelectedActor->GetName() );
	//UE_LOG(Victory, Warning, TEXT("New Selected Actor Location %s"), *SelectedActor->GetActorLocation().ToString() );
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
void UVictoryEdEngine::Tick(float DeltaSeconds, bool bIdleMode)
{
	Super::Tick(DeltaSeconds,bIdleMode);
 
}

VictoryEdMode

Since the EdMode is a pure C++ class, it must go in the Public directory of your plugin file structure!

.H

#pragma once
 
#include "UnrealEd.h" 
#include "Editor.h"
//#include "BSPOps.h"
 
class UVictoryEdEngine;
 
struct FVButton;
struct FDropToClosestSurfaceData;
 
class FVictoryEdAlignMode : public FEdMode
{
 
//Statics
public:
	static const FColor RV_VRed;
	static const FColor RV_VBlue;
	static const FColor RV_VYellow;
	static const FLinearColor RV_Red;
	static const FLinearColor RV_Yellow;
	static const FLinearColor RV_Blue;
 
//Display Updates
public:
	bool DoSingleDisplayUpdate;
//Drop to Surface
public:
 
	//if multiple selected, the test runs on each and finds the nearest of nearest surfaces
	void DropSelectedActorsToNearestSurface();
 
	FDropToClosestSurfaceData* GetActorWithShortestDrop(TArray<FDropToClosestSurfaceData>& TheData);
 
	FORCEINLINE void GetBottomSurfacePoint(AStaticMeshActor* TheSMA, FVector& BottomMostPoint)
	{
                BottomMostPoint = FVector::ZeroVector;
		if(!TheSMA) return;
		if(!TheSMA->StaticMeshComponent) return;
		//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
		FVector Origin;
		FVector Extent;
		TheSMA->GetActorBounds(true,Origin,Extent);
		TheSMA->StaticMeshComponent->GetDistanceToCollision(Origin - FVector(0,0,Extent.Z + 100),BottomMostPoint);
	}
//Vertex:
public:
 
	void GetSelectedVertexLocation(FVector& LocOut);
 
	//Snap Key Pressed!
	bool SnapKeyPressed;
 
	//VertexDisplayChoice
	uint8 VertexDisplayChoice;
 
	//Snap!
	void DoVertexSnap(const FVector& Dest);
 
	FPositionVertexBuffer* 			SelectedVertexBuffer;
	FPositionVertexBuffer* 			HighlightedVertexBuffer;
 
	//Highlighted Actor
	AStaticMeshActor* 				HighlightedActor;
 
	//Buttons
	TArray<FVButton> SelectedActorButtons;
	TArray<FVButton> HighlightedActorButtons;
 
	//CheckArrays - find the vertex button closest to camera
	TArray<FVButton*> ClosestSelectedActorButtons;
	TArray<FVButton*> ClosestHighlightedActorButtons;
	int32 FindClosestOfButtons(TArray<FVButton*> Inbuttons);
	void RefreshVertexButtons(const FSceneView* View);
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	//Vertex Scale
	float CurrentVerticiesScale;
	bool PlusIsDown;
	bool MinusIsDown;
	bool DoDrawVerticies;
 
	//Index of Vertex, so actor can move and maintain selection
	int32 SelectedVertexForSelectedActor;
	int32 HighlightedVertexForSelectedActor;
	int32 HighlightedVertexForHighlightedActor;
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	FVector VertexWorldSpace;
	FVector2D Vertex2DCenter;
 
	//Vertex Functions
	void PDI_DrawVerticies(const FSceneView* View, FPrimitiveDrawInterface* PDI, const FPositionVertexBuffer* VertexBuffer, const FTransform& SMATransform, bool DrawingSelectedActor);
 
	//Get Vertex Bufer
	FPositionVertexBuffer* GetVerticies(AStaticMeshActor* TheSMA);
 
//Mouse Instant Move SMA
public:
	bool UsingMouseInstantMove;
	void ProcessMouseInstantMove(FLevelEditorViewportClient* ViewportClient);
	//
//Selection
public:
	AActor* VSelectItrActor;
 
//Input Related
public:
	FVector2D 		MouseLocation;
	FVector2D 		PrevMouseLocation;
	FVector 	CursorWorldPrevPos;
	FVector 	CursorWorldPos;
	FVector 	CursorWorldDir;
	FVector 	CursorWorldDelta;
 
	void InputKeyPressed(EKey Key);
	void InputKeyReleased(EKey Key);
	void InputKeyDoubleClick(EKey Key);
 
	void MiddleMouseEvent(EInputEvent Event);
	void LeftMouseClick();
 
 
	//States
	bool RMBDown;
	bool XDown;
	bool YDown;
	bool ShiftDown;
 
//HUD
public:
	FIntPoint ViewportSize;
 
	void DrawHotkeyToolTip(FCanvas* Canvas);
	void DrawMouseCoordinates(FCanvas* Canvas);
 
	void CheckCursorInButtons(FCanvas* Canvas);
	TArray<FVButton> 	VictoryButtons;
	int32 					ActiveButton_Vibe;
	FVButton* 			CurCheckButton;
	void RefreshVictoryButtons();
	bool PendingButtonRefresh;
 
//Utility
public:
	void DrawVictoryText(FCanvas* Canvas, const FString& TheStr, float X, float Y, float TheScale=1 );
	void DrawVictoryTextWithColor(FCanvas* Canvas, const FString& TheStr, float X, float Y, FLinearColor TheColor=FLinearColor(1,0,1,1), float TheScale=1 );
	void DrawVictoryLine(FCanvas* Canvas, const FVector2D& Start, const FVector2D& End, FLinearColor TheColor=FLinearColor(1,0,1,1), float Thick=0 );
	void DrawVictoryRect(FCanvas* Canvas, float X, float Y, float Width, float Height, FLinearColor Color=FLinearColor(0,0,1,1));
 
	//Scene-view Level Project and Deproject
	void VictoryProject(		const FSceneView* View,const FVector& WorldPoint,		FVector2D& OutPixelLocation);
	void VictoryDeProject(	const FSceneView* View,const FVector2D& ScreenPoint, FVector& out_WorldOrigin, FVector& out_WorldDirection);
 
	//Box from Point with Size
	FORCEINLINE FBox BoxFromPointWithSize(const FVector& InCenter, const float& Size)
	{
		return FBox(
			InCenter+(FVector(1,1,1) * -Size/2),
			InCenter+(FVector(1,1,1) * Size/2)
		);
	}
 
//RV
public:
	int32 RV_Int32;
	float RV_yStart;
	float RV_Float;
	FVector RV_Vect;
	FRotator RV_Rot;
	FCollisionQueryParams RV_TraceParams;
	FHitResult RV_Hit;
	AActor* RV_HitActor;
//Victory Title
//Time
public:
	FDateTime VictoryTitleAppearTime;
	FTimespan CurTimeSpan;
	bool VictoryTitleVisible;
	bool FadeInVictoryTitle;
	float VictoryTitleAlpha;
 
	FORCEINLINE void VictoryTitleAppears()
	{
		VictoryTitleAppearTime = FDateTime::Now();
		VictoryTitleAlpha = 1;
		VictoryTitleVisible = true;
		FadeInVictoryTitle = false;
	}
 
//Tick
public:
	void Tick_VictoryTitle(FLevelEditorViewportClient* ViewportClient);
	void Tick_VictoryTitleFadeIn();
	void Tick_VictoryInterface(FLevelEditorViewportClient* ViewportClient);
 
//Core
public:
	UPROPERTY()
	UVictoryEdEngine* VictoryEngine;
 
	bool ReEntering;
 
//Constructor/Destructor
public:
	FVictoryEdAlignMode(); 
	~FVictoryEdAlignMode(); 
	void JoyInit(UVictoryEdEngine* EnginePtr);
 
//FEdMode
public:
	virtual void Enter() OVERRIDE;
	virtual void Exit() OVERRIDE;
 
	//More fundamental than DrawHUD
	virtual void Render(const FSceneView* View,FViewport* Viewport,FPrimitiveDrawInterface* PDI) OVERRIDE;
 
	virtual void DrawHUD(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,const FSceneView* View,FCanvas* Canvas) OVERRIDE;
	virtual bool InputKey(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,EKey Key,EInputEvent Event) OVERRIDE;
	virtual bool MouseMove(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,int32 x, int32 y) OVERRIDE;
	virtual bool InputAxis(FLevelEditorViewportClient* InViewportClient,FViewport* Viewport,int32 ControllerId,EKey Key,float Delta,float DeltaTime) OVERRIDE;
	/** Notifies all active modes of any change in mouse movement */
	virtual bool InputDelta( FLevelEditorViewportClient* InViewportClient,FViewport* InViewport,FVector& InDrag,FRotator& InRot,FVector& InScale ) OVERRIDE;
 
	virtual bool HandleClick(FLevelEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click) OVERRIDE;
	virtual void Tick(FLevelEditorViewportClient* ViewportClient,float DeltaTime) OVERRIDE;
 
	//Cursor
	virtual bool GetCursor(EMouseCursor::Type& OutCursor) const OVERRIDE; 
 
	/**
	 * Lets the mode determine if it wants to draw the widget or not.
	 */
	virtual bool ShouldDrawWidget() const;
};

.CPP

// Victory Ed Mode extension by Rama
 
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
 
//Victory Alignment Mode
 
//#include "VictoryGame.h"
#include "VictoryBPLibraryPrivatePCH.h"
 
//~~~~~~~~~~~~~~~~
 
#define CHECK_VSELECTED if(!VictoryEngine) return; if(!VictoryEngine->VSelectedActor) return;
 
//~~~ Display Choices ~~~
#define VERTEX_DISPLAY_STARS 		0
#define VERTEX_DISPLAY_3DBOX 		1
#define VERTEX_DISPLAY_RECT 			2
#define VERTEX_DISPLAY_DIAMOND3D 	3
#define VERTEX_DISPLAY_SPHERE 		4
#define VERTEX_SELECTED_MULT		1.333
#define VERTEX_SHAPE_MULT			0.8
//~~~ Defines ~~~
 
//MAX
#define MAX_VERTEX_COUNT_FOR_DRAWING 10000
#define MAX_VERTEX_COUNT_FOR_DRAWING_SPHERES 5000
 
//Speeds
#define XYZSPEEDMULT 20
 
//3D
#define DEFAULT_INSTANT_MOVE_DISTANCE 2048
#define CURSOR_DELTA_DISTANCE_CALC 2048
//HUD
#define VICTORY_TITLE_HEIGHT 38
#define VICTORY_TEXT_HEIGHT 24
 
//Color
#define RED 		0
#define BLUE		1
#define YELLOW 3
 
//TIME
#define VICTORY_TITLE_VISIBLE_DURATION 2
 
//Button Vibes
#define BUTTON_VIBE_VICTORYHOTKEYS 		0
 
//~~~ Const ~~~
const FLinearColor FVictoryEdAlignMode::RV_Red = FLinearColor(1,0,0,1);
const FLinearColor FVictoryEdAlignMode::RV_Yellow = FLinearColor(1,1,0,1);
const FLinearColor FVictoryEdAlignMode::RV_Blue= FLinearColor(0,0,1,1);
const FColor FVictoryEdAlignMode::RV_VRed = FColor(255,0,0,255);
const FColor FVictoryEdAlignMode::RV_VBlue = FColor(0,0,255,255);
const FColor FVictoryEdAlignMode::RV_VYellow = FColor(255,255,0,255);
 
 
FVictoryEdAlignMode::FVictoryEdAlignMode()
{
 
}
FVictoryEdAlignMode::~FVictoryEdAlignMode()
{	
}
 
//INIT
void FVictoryEdAlignMode::JoyInit(UVictoryEdEngine* EnginePtr)
{
	ID = FName("VictoryEditorMode");
 
	//VictoryEngine
	VictoryEngine = EnginePtr;
 
	//Victory Buttons
	RefreshVictoryButtons();
 
	//Enable Realtime
	ReEntering = true;
 
	//Verticies
	DoDrawVerticies = true;
	VertexDisplayChoice = VERTEX_DISPLAY_STARS;
 
	//~~~
 
	UsingMouseInstantMove = false;
	CurrentVerticiesScale = 12;
 
	//~~~
 
	//Traces
	RV_TraceParams = FCollisionQueryParams(FName(TEXT("HUDRMBDown")), true, NULL);
	RV_TraceParams.bTraceComplex = true;
	//RV_TraceParams.bTraceAsyncScene = true;
	RV_TraceParams.bReturnPhysicalMaterial = false;
}
 
void FVictoryEdAlignMode::RefreshVictoryButtons()
{
	VictoryButtons.Empty();
	//~~~~~~~~~~~~
 
	FVButton NewButton;
	NewButton.Vibe 	= BUTTON_VIBE_VICTORYHOTKEYS;
	NewButton.minX	=	10;
	NewButton.maxX	=	200;
	NewButton.minY	=	VICTORY_TITLE_HEIGHT;
	NewButton.maxY	=	VICTORY_TITLE_HEIGHT + VICTORY_TEXT_HEIGHT;
	VictoryButtons.Add(NewButton);
}
 
//EXIT
void FVictoryEdAlignMode::Exit()
{
	UsingMouseInstantMove = false;
}
//ENTER
void FVictoryEdAlignMode::Enter()
{
	//FEdMode::Enter();
	//~~~~~~~~
 
	//Victory Title Appears
	VictoryTitleAppears();
	ReEntering = true;
 
	//Clear keys
	MinusIsDown = false;
	PlusIsDown = false;
	ShiftDown = false;
 
	//Trace
	RV_TraceParams = FCollisionQueryParams(FName(TEXT("HUDRMBDown")), true, NULL);
 
	//~~~~~~~~~~~~~~~~
 
	//testing
	CHECK_VSELECTED
 
	//CreateUModel();
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
FDropToClosestSurfaceData* FVictoryEdAlignMode::GetActorWithShortestDrop(TArray<FDropToClosestSurfaceData>& TheData)
{
	//No Actors
	if(TheData.Num() < 1) return NULL;
 
	//Only 1 Actor
	if(TheData.Num() < 2) return &TheData[0];
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	float SmallestDistance = 100000000;
	int32 SmallestDataIndex = 0;
 
	//Find Smallest
	for(int32 b = 0; b < TheData.Num(); b++)
	{
		if( TheData[b].DistSquared < SmallestDistance)
		{
			SmallestDistance = TheData[b].DistSquared;
			SmallestDataIndex = b;
		}
	}
 
	//Valid?
	if(TheData.IsValidIndex(SmallestDataIndex))
	{
		return &TheData[SmallestDataIndex];
	}
 
	return NULL;
}
void FVictoryEdAlignMode::DropSelectedActorsToNearestSurface()
{
	if(!VictoryEngine) return;
	//~~~~~~~~~~~~~
 
 
	//ONLY WORKING WITH SMAs at the moment, due to nature of rest of plugin
	AStaticMeshActor* AsSMA = NULL;
 
	//~~~~~~~~~~~~~~
	// Closest Surface Data
	//~~~~~~~~~~~~~~
	TArray<FDropToClosestSurfaceData> ClosestSurfaceData;
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//TRACE PARAMETERS
	FCollisionQueryParams TraceParams(FName(TEXT("VictoryEd Trace")), true, NULL);
	TraceParams.bTraceComplex = true;
	//TraceParams.bTraceAsyncScene = true;
	TraceParams.bReturnPhysicalMaterial = false;
 
	//Ignore  ALL Selected Actors
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		VSelectItrActor = Cast<AActor>(*VSelectItr);
		if(!VSelectItrActor) continue;
		//~~~~~~~~~~~~~~~~~~
 
		//Add
		TraceParams.AddIgnoredActor(VSelectItrActor);
	}
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	//~~~~~~~~~~~
	//Hit Result
	FHitResult TheHit;
	//~~~~~~~~~~~
 
 
	//Iterate Over Selected Actors
	FVector ActorLoc;
	FVector BottomPoint;
	FVector OffsetFromCenter;
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		AsSMA = Cast<AStaticMeshActor>(*VSelectItr);
		if(!AsSMA) continue;
		//~~~~~~~~~~~~~~~~~~
 
		//~~~~~~~~~~~~~~~
		//~~~ Do the Trace ~~~
		//~~~~~~~~~~~~~~~
 
		//Re-initialize hit info
		TheHit = FHitResult(ForceInit);
 
		//Trace!
		ActorLoc = AsSMA->GetActorLocation();
		GetWorld()->LineTraceSingle(
			TheHit,		//result
			ActorLoc,								
			ActorLoc + FVector(0,0,-20000),
			ECC_Pawn, //collision channel
			TraceParams
		);
 
		//Hit any Actor?
		if(!TheHit.GetActor()) continue;
		//~~~~~~~~~~~~~~~~~
 
 
		//See .h
		GetBottomSurfacePoint(AsSMA,BottomPoint);
 
 
		//Offset From Center
		OffsetFromCenter = ActorLoc - BottomPoint;
 
		//~~~ ADD Closest Surface Data ~~~
		FDropToClosestSurfaceData NewData;
		NewData.TheActor = AsSMA;
		NewData.SurfaceLoc = TheHit.ImpactPoint + OffsetFromCenter;
		NewData.DistSquared = FVector::DistSquared(AsSMA->GetActorLocation(),NewData.SurfaceLoc);
		ClosestSurfaceData.Add(NewData);
 
	}
 
 
	//Get Smallest Drop Data
	FDropToClosestSurfaceData* SmallestDropData = GetActorWithShortestDrop(ClosestSurfaceData);
	if(!SmallestDropData) return;
	//~~~~~~~~~~~~~~~
 
	//Get Smallest Drop Actor
	AStaticMeshActor* AnchorActor = SmallestDropData->TheActor;
	if(!AnchorActor) return;
	//~~~~~~~~~~~~~~~
 
 
 
	//Get Relative Offsets of this to all other actors in selection
	const FVector Origin = AnchorActor->GetActorLocation();
	TArray<FVector> AnchorOffsets;
	AActor* AsActor;
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		AsActor = Cast<AActor>(*VSelectItr);
		if(!AsActor) continue;
		//~~~~~~~~~~~~~~~~~~
 
		AnchorOffsets.Add(AsActor->GetActorLocation() - Origin);
	}
 
 
	//~~~ Move Anchor Actor ~~~
 
	//Move to impact, Plus the offset from nearest surface of object
	AnchorActor->SetActorLocation(SmallestDropData->SurfaceLoc);
 
	//Move all other actors to Anchor Actor + Offset
	int32 AnchorItr = 0;
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		AsActor = Cast<AActor>(*VSelectItr);
		if(!AsActor) continue;
		//~~~~~~~~~~~~~~~~~~
 
		//VALID?
		if(!AnchorOffsets.IsValidIndex(AnchorItr)) break;
 
		AsActor->SetActorLocation(SmallestDropData->SurfaceLoc + AnchorOffsets[AnchorItr]);
 
		//INC
		AnchorItr++;
	}
 
 
	//~~~~~~~~~~~~~~
 
	//Update Display!
	DoSingleDisplayUpdate = true;
 
 
	//~~~ RESELECT SINGLE ACTOR TO MOVE WIDGET
	if(VictoryEngine->GetSelectedActorCount() < 2)
	{
		//~~~~~~~~~~~~~~~~~
		//Deselect without Noting
		VictoryEngine->SelectNone(false, true, false);
		VictoryEngine->SelectActor(AnchorActor,true,true);
	}
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
FPositionVertexBuffer* FVictoryEdAlignMode::GetVerticies(AStaticMeshActor* TheSMA)
{
	if(!TheSMA) return NULL;
	if(!TheSMA->IsValidLowLevel()) return NULL;
	if(!TheSMA->StaticMeshComponent) return NULL;
	if(!TheSMA->StaticMeshComponent->StaticMesh) return NULL;
	if(!TheSMA->StaticMeshComponent->StaticMesh->RenderData) return NULL;
 
	//Valid LOD ?
	if(TheSMA->StaticMeshComponent->StaticMesh->RenderData->LODResources.Num() <= 0) return NULL;
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	//~~~~~~~~~~~~~~~~~~~~
	//				Vertex Buffer Check
	FPositionVertexBuffer* VertexBuffer = 
		&TheSMA->StaticMeshComponent->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer;
 
	//~~~~~~~~~~~~~~~~~~~~
	//			Count Too High?
	if(VertexBuffer->GetNumVertices() > MAX_VERTEX_COUNT_FOR_DRAWING)
	{
		//UE_LOG(Victory, Error, TEXT("Vertex Count too high to draw! %d"), VertexBuffer->GetNumVertices() );
		return NULL;
		//~~~~~~~
	}
 
	//Return Vertex Buffer
	return &TheSMA->StaticMeshComponent->StaticMesh->RenderData->LODResources[0].PositionVertexBuffer;
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/*
UENUM()
enum EInputEvent
{
	IE_Pressed              =0,
	IE_Released             =1,
	IE_Repeat               =2,
	IE_DoubleClick          =3,
	IE_Axis                 =4,
	IE_MAX                  =5,
};
*/
 
//Pressed
void FVictoryEdAlignMode::InputKeyPressed(EKey Key)
{
	//UE_LOG(Victory, Error, TEXT("Key pressed %s"), *EKeys::GetKeyName(Key).ToString() );
 
	if(!VictoryEngine) return;
	//~~~~~~~~~~~~
 
	//RMB
	if(Key == EKeys::RightMouseButton) 
	{
		RMBDown = true;
		return;
		//~~~~~~
	}
 
	//Left Mouse
	if(Key == EKey::LeftMouseButton)
	{
		LeftMouseClick();
		return;
		//~~~~~~
	}
 
	//X Key
	if(Key == EKey::X) 
	{
		XDown = true;
		return;
	}
 
	//Y Key
	if(Key == EKey::Y) 
	{
		DropSelectedActorsToNearestSurface();
		return;
	}
 
	//U Key
	if(Key == EKey::U) 
	{
		YDown = true;
		DoDrawVerticies = !DoDrawVerticies;
		return;
	}
 
	//K Key
	if(Key == EKey::K) 
	{
		if(VictoryEngine->VSelectedActor)
			VictoryEngine->VSelectedActor->SetActorRotation(FRotator::ZeroRotator);
		return;
	}
 
	//SHIFT KEY
	if(Key == EKey::LeftShift || Key == EKey::RightShift) 
	{
		ShiftDown = true;
		return;
	}
 
 
	//- Key
	if(Key == EKeys::Underscore) 
	{
		MinusIsDown = true;
		PendingButtonRefresh = true;
		return;
	}
	//+ Key
	if(Key == EKey::Equals) 
	{
		PlusIsDown = true;
		PendingButtonRefresh = true;
		return;
	}
 
	//T Key
	if(Key == EKey::T)
	{
		UsingMouseInstantMove = !UsingMouseInstantMove;
		return;
		//~~~~~~~~~
	}
 
	//V Key
	if(Key == EKey::V)
	{
		SnapKeyPressed = true;
		return;
		//~~~~~~~~~
	}
	//B Key
	if(Key == EKey::B)
	{
		VertexDisplayChoice++;
		if(VertexDisplayChoice > 4) VertexDisplayChoice = 0;
		return;
		//~~~~~~~~~
	}
 
 
	//Restore Previous Editor Mode
	if(Key == EKey::P)
	{
		//Clear all Verticies
 
		//Exit
		VictoryEngine->ExitVictoryAlignMode();
 
		return;
		//~~~~~~
	}
}
 
//Released
void FVictoryEdAlignMode::InputKeyReleased(EKey Key)
{
	//RMB
	if(Key == EKeys::RightMouseButton)
	{
		PendingButtonRefresh = true;
		RMBDown = false;
	}
 
	//LMB
	else if(Key == EKeys::LeftMouseButton)
	{
		PendingButtonRefresh = true;
	}
 
	//SHIFT KEY
	if(Key == EKey::LeftShift || Key == EKey::RightShift) ShiftDown = false;
 
	//- Key
	else if(Key == EKeys::Underscore) MinusIsDown = false;
 
	//+ Key
	else if(Key == EKey::Equals)  PlusIsDown = false;
 
	//X Key
	else if(Key == EKey::X) XDown = false;
 
	//Y Key
	else if(Key == EKey::Y) YDown = false;
 
}
 
//Double Click
void FVictoryEdAlignMode::InputKeyDoubleClick(EKey Key)
{
	//UE_LOG(Victory, Error, TEXT("Key DOUBLE CLICK %s"), *EKeys::GetKeyName(Key).ToString() );
}
 
bool FVictoryEdAlignMode::InputKey(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,EKey Key,EInputEvent Event)
{
	//Middle Mouse
	if (Key == EKeys::MiddleMouseButton) 			MiddleMouseEvent(Event);
	else if(Event == EInputEvent::IE_Pressed) 		InputKeyPressed(Key);
	else if(Event == EInputEvent::IE_Released) 	InputKeyReleased(Key);
	else if(Event == EInputEvent::IE_DoubleClick) 	InputKeyDoubleClick(Key);
 
	return false;
}
 
void FVictoryEdAlignMode::ProcessMouseInstantMove(FLevelEditorViewportClient* ViewportClient)
{
	CHECK_VSELECTED
	if(!ViewportClient) return;
	//~~~~~~~~~~~~~~~
 
	//Re-initialize hit info
	RV_Hit = FHitResult(ForceInit);
 
	//Clear Previous Ignore Actors
	RV_TraceParams.IgnoreActors.Empty();
 
	//Ignore All Selected Actors!!!
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		VSelectItrActor = Cast<AActor>(*VSelectItr);
		if(!VSelectItrActor) continue;
		//~~~~~~~~~~~~~~~~~~
 
		//Add
		RV_TraceParams.AddIgnoredActor(VSelectItrActor);
	}
 
	//Trace
	GetWorld()->LineTraceSingle(
		RV_Hit,		//result
		CursorWorldPos,	//start
		CursorWorldPos + 100000 * CursorWorldDir , //end
		ECC_WorldStatic, //collision channel
		RV_TraceParams
	);
 
	//Store Hit Actor
	RV_HitActor = RV_Hit.GetActor();
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//				Update Highlighted Actor
 
		//does  not equal same		  does not equal the main Selected Actor
	if(RV_HitActor != HighlightedActor && RV_HitActor != VictoryEngine->VSelectedActor )
	{
		//potentially deselect any highlighted
		HighlightedActor = Cast<AStaticMeshActor>(RV_HitActor);
 
		//Refresh Vertex Buffer
		HighlightedVertexBuffer = NULL;
		if(HighlightedActor) HighlightedVertexBuffer = GetVerticies(HighlightedActor);
 
 
	}
 
	if(RV_Hit.bBlockingHit)
	{
		//INVALIDATE THE DISPLAY
		ViewportClient->Viewport->InvalidateDisplay();
	}
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//			PROCESS MOUSE INSTANT MOVE?
	if(!UsingMouseInstantMove) return;
	//~~~~~~~~~~~~~~~~~~~~~~~~
 
	//If not hit something, use default distance
	if(!RV_Hit.bBlockingHit) RV_Hit.ImpactPoint = CursorWorldPos + DEFAULT_INSTANT_MOVE_DISTANCE * CursorWorldDir;
 
 
	//		Move the Primary, the Origin!
	RV_Vect = RV_Hit.ImpactPoint;
 
		//Use Existing Z of Object
	RV_Vect.Z = VictoryEngine->VSelectedActor->GetActorLocation().Z;
 
		//Update Location
	VictoryEngine->VSelectedActor->SetActorLocation(RV_Vect);	
 
		//Save New Origin Location
	const FVector NewOrigin(RV_Vect);
 
	//~~~~~~~
 
	//Update the Others According to the Moved Origin
	RV_Int32 = 0;
	for(FSelectionIterator VSelectItr = VictoryEngine->GetSelectedActorIterator(); 
		VSelectItr; ++VSelectItr )
	{
		VSelectItrActor = Cast<AActor>(*VSelectItr);
		if(!VSelectItrActor) 
		{
			RV_Int32++;
			continue;
		}
		//~~~~~~~~~~~~~~~~~~
 
		//Get New Origin
		RV_Vect = NewOrigin;
 
		//Add Offset
		if(VictoryEngine->SelectionRelativeOffsets.IsValidIndex(RV_Int32))
		{
			RV_Vect+=VictoryEngine->SelectionRelativeOffsets[RV_Int32];
		}
 
		//Update Location
		VSelectItrActor->SetActorLocation(RV_Vect);
 
		//Inc
		RV_Int32++;
	}
 
	//INVALIDATE THE DISPLAY
	ViewportClient->Viewport->InvalidateDisplay();
 
}
 
bool FVictoryEdAlignMode::InputDelta( FLevelEditorViewportClient* InViewportClient,FViewport* InViewport,FVector& InDrag,FRotator& InRot,FVector& InScale )
{
	//only works if LMB is down
 
	return false;
}
 
bool FVictoryEdAlignMode::InputAxis(FLevelEditorViewportClient* InViewportClient,FViewport* Viewport,int32 ControllerId,EKey Key,float Delta,float DeltaTime)
{
	//only works if any mouse button is down
 
	return false;
}
 
bool FVictoryEdAlignMode::MouseMove(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,int32 x, int32 y)
{
	if(!ViewportClient) return false;
 
	//~~~~~~~~~~~~~~~
	//	ESSENTIAL UPDATES
	MouseLocation.X=x;
	MouseLocation.Y=y;
 
	//~~~ Cursor World Space ~~~
	FViewportCursorLocation CursorWS = ViewportClient->GetCursorWorldLocationFromMousePos();
	CursorWorldPos = CursorWS.GetOrigin();
	CursorWorldDir = CursorWS.GetDirection();
 
	//Calc Delta
	RV_Vect = CursorWorldPos + CursorWorldDir * CURSOR_DELTA_DISTANCE_CALC;
	CursorWorldDelta = RV_Vect - CursorWorldPrevPos;
	CursorWorldDelta /= 4;
	if(CursorWorldDelta.SizeSquared() < 3) CursorWorldDelta = FVector::ZeroVector;
	if(CursorWorldDelta.SizeSquared() > 10000) CursorWorldDelta = FVector::ZeroVector;
 
	//Save Prev
	CursorWorldPrevPos = RV_Vect;
 
	//~~~~~~~~~~~~~~~
 
	//SUPER HYPER BUTTON REFRESHING
	//		due to the slide physx camera thing when moving
	if(!UsingMouseInstantMove) PendingButtonRefresh = true;
 
	return false;
}
 
//Middle Mouse Event
void FVictoryEdAlignMode::MiddleMouseEvent(EInputEvent Event)
{
	//Pressed
	if(Event == EInputEvent::IE_Pressed)
	{
 
 
		return;
	}
 
	//Released
	if(Event == EInputEvent::IE_Released)
	{
 
		return;
	}
}
 
//Left Mouse Click
void FVictoryEdAlignMode::LeftMouseClick()
{
	CHECK_VSELECTED
 
	//SelectedVertexForSelectedActor = -1;
}
bool FVictoryEdAlignMode::HandleClick(FLevelEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click)
{
 
	return false;
}
 
//~~~
 
//``
void FVictoryEdAlignMode::GetSelectedVertexLocation(FVector& LocOut)
{
	CHECK_VSELECTED
 
	if(!SelectedVertexBuffer)  return;	
	//~~~~~~~~~~~~~~~~~~
 
	const FTransform SMATransform = VictoryEngine->VSelectedActor->GetTransform();
	const FVector SMALocation 		= SMATransform.GetLocation();
	const int32 VertexCount 			= SelectedVertexBuffer->GetNumVertices();
	for(int32 Itr = 0; Itr < VertexCount; Itr++)
	{
		if(Itr == SelectedVertexForSelectedActor) 
		{
			LocOut = SMALocation + SMATransform.TransformVector(SelectedVertexBuffer->VertexPosition(Itr));
			return;
			//~~~~
		}
	}
}
 
void FVictoryEdAlignMode::DoVertexSnap(const FVector& Dest)
{
	CHECK_VSELECTED
 
	FVector SelectedVertexLocation;
 
	//Initial Location
	GetSelectedVertexLocation(SelectedVertexLocation);
 
	//Match rotation of owner of target vertex?
	if(ShiftDown)
	{
		VictoryEngine->VSelectedActor->SetActorRotation(RV_Hit.ImpactNormal.Rotation());
		//Recalc Selected Vertex After Rotation
		GetSelectedVertexLocation(SelectedVertexLocation);
 
		//UE_LOG(Victory, Error, TEXT("WHAT IS HIT NORMAL %s"), *RV_Hit.ImpactNormal.Rotation().ToString() );
	}
 
	//No modifier, just regular click
 
	//1. calc distance between selected vertex and JSMA location
	//2. move the JSMA to the target vertex
	//3. subtract the distance
 
	//Distance Offset
	const FVector LocOffset = SelectedVertexLocation - VictoryEngine->VSelectedActor->GetActorLocation();
 
	//Set Location
	VictoryEngine->VSelectedActor->SetActorLocation(Dest - LocOffset);
 
	//Refresh After Moving
	PendingButtonRefresh = true;
}
 
void FVictoryEdAlignMode::RefreshVertexButtons(const FSceneView* View)
{
	CHECK_VSELECTED
 
	if(!View) return;
	//~~~~~~~~~~~~~
 
	//No Longer Pending
	PendingButtonRefresh = false;
 
	//Refresh
	SelectedActorButtons.Empty();
	HighlightedActorButtons.Empty();
 
	//~~~ Vars ~~~
	const float ButtonHalfSize = CurrentVerticiesScale/2;
 
	//~~~~~~~~~~~~~~~~~~~~~
	//			Selected Actor
	//~~~~~~~~~~~~~~~~~~~~~
	if(!VictoryEngine->VSelectedActor->IsValidLowLevel() ) return;
 
	if(!SelectedVertexBuffer)  return;	
	//~~~~~~~~~~~~~~~~~~
 
	FTransform SMATransform = VictoryEngine->VSelectedActor->GetTransform();
	FVector SMALocation 		= SMATransform.GetLocation();
	const int32 VertexCount 			= SelectedVertexBuffer->GetNumVertices();
	for(int32 Itr = 0; Itr < VertexCount; Itr++)
	{
		//Get Rotated Scaled Translated Vertex Pos
		VertexWorldSpace = SMALocation + SMATransform.TransformVector(SelectedVertexBuffer->VertexPosition(Itr));
 
		//Get 2D Center
		VictoryProject(View, 
			VertexWorldSpace, 
			Vertex2DCenter 
		);
 
		FVButton NewButton;
		NewButton.Vibe 			= 	Itr;
		NewButton.PointInWorld 	= 	VertexWorldSpace;
		NewButton.minX			=	Vertex2DCenter.X - ButtonHalfSize;
		NewButton.maxX			=	Vertex2DCenter.X + ButtonHalfSize;
		NewButton.minY			=	Vertex2DCenter.Y - ButtonHalfSize;
		NewButton.maxY			=	Vertex2DCenter.Y + ButtonHalfSize;
 
		//Add Button
		SelectedActorButtons.Add(NewButton);
	}
 
	//~~~~~~~~~~~~~~~~~~~~~
	//			Highlighted Actor
	//~~~~~~~~~~~~~~~~~~~~~
	if(!HighlightedActor) return;
	if(!HighlightedActor->IsValidLowLevel()) return;
 
	if(!HighlightedVertexBuffer)  return;	
	//~~~~~~~~~~~~~~~~~~
 
	SMATransform = HighlightedActor->GetTransform();
	SMALocation 		= SMATransform.GetLocation();
	const int32 VertexCount2 			= HighlightedVertexBuffer->GetNumVertices();
	for(int32 Itr = 0; Itr < VertexCount2; Itr++)
	{
		//Get Rotated Scaled Translated Vertex Pos
		VertexWorldSpace = SMALocation + SMATransform.TransformVector(HighlightedVertexBuffer->VertexPosition(Itr));
 
		//Get 2D Center
		VictoryProject(View, 
			VertexWorldSpace, 
			Vertex2DCenter 
		);
 
		FVButton NewButton;
		NewButton.Vibe 			= 	Itr;
		NewButton.PointInWorld 	= 	VertexWorldSpace;
		NewButton.minX			=	Vertex2DCenter.X - ButtonHalfSize;
		NewButton.maxX			=	Vertex2DCenter.X + ButtonHalfSize;
		NewButton.minY			=	Vertex2DCenter.Y - ButtonHalfSize;
		NewButton.maxY			=	Vertex2DCenter.Y + ButtonHalfSize;
 
		//Add Button
		HighlightedActorButtons.Add(NewButton);
	}
 
}
 
//```
void FVictoryEdAlignMode::PDI_DrawVerticies(const FSceneView* View, FPrimitiveDrawInterface* PDI, const FPositionVertexBuffer* VertexBuffer, const FTransform& SMATransform, bool DrawingSelectedActor)
{
	CHECK_VSELECTED
 
	if(!View) 			return;
	if(!PDI) 			return;
	if(!VertexBuffer) 	return;
	//~~~~~~~~~~~~~~~
 
	//Location
	const FVector SMALocation 			= SMATransform.GetLocation();
 
	//Get Count
	const int32 VertexCount = VertexBuffer->GetNumVertices();
 
	//~~~~~~~~~~~~~~~~~~~~~
	//			Selected Actor
	//~~~~~~~~~~~~~~~~~~~~~
	if(DrawingSelectedActor)
	{
	for(int32 Itr = 0; Itr < VertexCount; Itr++)
	{
		//Selected Vertex?
		if(SelectedVertexForSelectedActor == Itr )
		{
			//Draw to the PDI
			PDI->DrawPoint(
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				RV_Yellow,
				CurrentVerticiesScale*VERTEX_SELECTED_MULT,
				0 //depth
			);
			continue;
		}
		else if(HighlightedVertexForSelectedActor == Itr)
		{
			//Draw to the PDI
			PDI->DrawPoint(
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				FLinearColor(0,1,1,1),
				CurrentVerticiesScale*VERTEX_SELECTED_MULT,
				0 //depth
			);
			continue;
		}
		else
		{
 
			//Spheres
			if(VertexDisplayChoice == VERTEX_DISPLAY_SPHERE)
			{
				if(VertexCount > MAX_VERTEX_COUNT_FOR_DRAWING_SPHERES)
				{
				DrawWireBox(
					PDI,
					BoxFromPointWithSize(SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),CurrentVerticiesScale*0.5),
					RV_VRed,
					0
				);
				continue;
				}
				else
				{
				DrawWireSphere(
					PDI, 
					SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
					RV_VRed, 
					CurrentVerticiesScale*VERTEX_SHAPE_MULT, 
					12, 
					0
				);
				continue;
				}
			}
 
			//Diamond
			else if(VertexDisplayChoice == VERTEX_DISPLAY_DIAMOND3D)
			{
			DrawWireSphere(
				PDI, 
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				RV_VRed, 
				CurrentVerticiesScale*VERTEX_SHAPE_MULT, 
				4, 
				0
			);
			continue;
			}
 
			//Box
			else if(VertexDisplayChoice == VERTEX_DISPLAY_3DBOX)
			{
			DrawWireBox(
				PDI,
				BoxFromPointWithSize(SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),CurrentVerticiesScale*VERTEX_SHAPE_MULT),
				RV_VRed,
				0
			);
			continue;
			}
 
			//Stars
			else if(VertexDisplayChoice == VERTEX_DISPLAY_STARS)
			{
			DrawWireStar(
				PDI,
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				CurrentVerticiesScale, 
				RV_VRed,
				0
			);
			continue;
			}
 
			//Rect
			else if(VertexDisplayChoice == VERTEX_DISPLAY_RECT)
			{
			//Draw to the PDI
			PDI->DrawPoint(
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				RV_Red,
				CurrentVerticiesScale,
				0 //depth
			);
			continue;
			}
 
		}
 
	}
	}
 
	//~~~~~~~~~~~~~~~~~~~~~
	//			Highlighted Actor
	//~~~~~~~~~~~~~~~~~~~~~
	else
	{
	for(int32 Itr = 0; Itr < VertexCount; Itr++)
	{
		if(HighlightedVertexForHighlightedActor == Itr)
		{
			//Draw to the PDI
			PDI->DrawPoint(
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				FLinearColor(0,1,1,1),
				CurrentVerticiesScale*VERTEX_SELECTED_MULT,
				0 //depth
			);
			continue;
		}
 
		//Spheres
		if(VertexDisplayChoice == VERTEX_DISPLAY_SPHERE)
		{
			if(VertexCount > MAX_VERTEX_COUNT_FOR_DRAWING_SPHERES)
			{
			DrawWireBox(
				PDI,
				BoxFromPointWithSize(SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),CurrentVerticiesScale*VERTEX_SHAPE_MULT),
				RV_VBlue,
				0
			);
			continue;
			}
			else
			{
			DrawWireSphere(
				PDI, 
				SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
				RV_VBlue, 
				CurrentVerticiesScale*VERTEX_SHAPE_MULT, 
				12, 
				0
			);
			continue;
			}
		}
 
		//Diamond
		else if(VertexDisplayChoice == VERTEX_DISPLAY_DIAMOND3D)
		{
		DrawWireSphere(
			PDI, 
			SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
			RV_VBlue, 
			CurrentVerticiesScale*VERTEX_SHAPE_MULT, 
			4, 
			0
		);
		continue;
		}
 
		//Box
		else if(VertexDisplayChoice == VERTEX_DISPLAY_3DBOX)
		{
		DrawWireBox(
			PDI,
			BoxFromPointWithSize(SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),CurrentVerticiesScale),
			RV_VBlue,
			0
		);
		continue;
		}
 
		//Stars
		else if(VertexDisplayChoice == VERTEX_DISPLAY_STARS)
		{
 
		DrawWireStar(
			PDI,
			SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
			CurrentVerticiesScale, 
			RV_VBlue,
			0
		);
		continue;
		}
 
		//Rect
		else if(VertexDisplayChoice == VERTEX_DISPLAY_RECT)
		{
		//Draw to the PDI
		PDI->DrawPoint(
			SMALocation + SMATransform.TransformVector(VertexBuffer->VertexPosition(Itr)),
			RV_Blue,
			CurrentVerticiesScale,
			0 //depth
		);
		continue;
		}
	}	
	}
}
 
 
void FVictoryEdAlignMode::DrawHotkeyToolTip(FCanvas* Canvas)
{
	if(!Canvas) return;
	//~~~~~~~~~
 
	RV_yStart = MouseLocation.Y + 16;
 
	//Background
	DrawVictoryRect(Canvas, 
		MouseLocation.X - 7, 
		RV_yStart - 7,
		420,
		VICTORY_TEXT_HEIGHT * 10 + 120,
		FLinearColor(0,0,1,0.777)
	);
 
	DrawVictoryTextWithColor(Canvas, 
		"~~~ Victory Editor Mode Hotkeys ~~~", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT * 2;
	DrawVictoryTextWithColor(Canvas, 
		"P ~ Restore previous Editor Mode", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 20;
	DrawVictoryTextWithColor(Canvas, 
		"Y ~ Drop Objects to Nearest Surface!", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 20;
	DrawVictoryTextWithColor(Canvas, 
		"T ~ Toggle Instant Mouse Move Mode", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT;
	DrawVictoryTextWithColor(Canvas, 
		"K ~ Reset Rotation", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 20;
	DrawVictoryTextWithColor(Canvas, 
		"V ~ Select Verticies for Snapping!", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 5;
	DrawVictoryTextWithColor(Canvas, 
		"SHIFT + V ~ Snap by Surface Normal", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 5;
	DrawVictoryTextWithColor(Canvas, 
		"B ~ Toggle Different Vertex Types!!!", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 4;
	DrawVictoryTextWithColor(Canvas, 
		"Hold + or - ~ Change Vertex Size!", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
 
	RV_yStart += VICTORY_TEXT_HEIGHT + 4;
	DrawVictoryTextWithColor(Canvas, 
		"U ~ Toggle Hiding of All Verticies", 
		MouseLocation.X,RV_yStart,
		RV_Yellow
	);
}
 
void FVictoryEdAlignMode::DrawVictoryText(FCanvas* Canvas, const FString& TheStr, float X, float Y, float TheScale )
{
	if(!Canvas) return;
	//~~~~~~~~~
 
	FCanvasTextItem NewText(
		FVector2D(X,Y),
		FText::FromString(TheStr),
		VictoryEngine->GetVictoryFont(),
		FLinearColor(1,0,1,1)
	);
	NewText.Scale.Set(TheScale,TheScale);
	NewText.bOutlined = true;
	NewText.Draw(Canvas);
}
void FVictoryEdAlignMode::DrawVictoryTextWithColor(FCanvas* Canvas, const FString& TheStr, float X, float Y, FLinearColor TheColor, float TheScale )
{
	if(!Canvas) return;
	//~~~~~~~~~
 
	FCanvasTextItem NewText(
		FVector2D(X,Y),
		FText::FromString(TheStr),
		VictoryEngine->GetVictoryFont(),
		TheColor
	);
	NewText.Scale.Set(TheScale,TheScale);
	NewText.bOutlined = true;
 
	//Outline gets its alpha from the main color
	NewText.OutlineColor = FLinearColor(0,0,0,TheColor.A * 2);
 
	NewText.Draw(Canvas);
}
 
void FVictoryEdAlignMode::DrawVictoryLine(
	FCanvas* Canvas, 
	const FVector2D& Start, 
	const FVector2D& End, 
	FLinearColor TheColor, 
	float Thick
)
{
	if(!Canvas) return;
	//~~~~~~~~~
 
	FCanvasLineItem NewLine(Start,End);
	NewLine.SetColor(TheColor);
	NewLine.LineThickness = Thick;
	NewLine.Draw(Canvas);
}
void FVictoryEdAlignMode::DrawVictoryRect(FCanvas* Canvas, float X, float Y, float Width, float Height, FLinearColor Color)
{
	if(!Canvas) return;
	//~~~~~~~~~
 
	FCanvasTileItem TileItem( 
		FVector2D(X, Y), 
		FVector2D( Width, Height ), 
		Color 
	);
 
    TileItem.BlendMode = SE_BLEND_Translucent;
	TileItem.Draw(Canvas);
 
	/*
	Canvas->DrawTile( 
		X, Y, 
		Width, Height, 
		0, 0, 1, 1, 
		Color
	);
	*/
 
}
 
int32 FVictoryEdAlignMode::FindClosestOfButtons(TArray<FVButton*> Inbuttons)
{
	float CurDistance;
	float MinDistance = 10000000000;
	int32 MinIndex = -1;
	for(int32 Itr=0; Itr < Inbuttons.Num(); Itr++)
	{
		CurCheckButton = Inbuttons[Itr];
		if(!CurCheckButton) continue;
 
		//world space location stored in the Button itself
		CurDistance = FVector::DistSquared(CurCheckButton->PointInWorld,CursorWorldPos);
 
		//Min Check
		if(CurDistance < MinDistance)
		{
			MinDistance = CurDistance;
			MinIndex = Itr;
		}
	}
 
	//VALIDITY CHECK
	if(!Inbuttons.IsValidIndex(MinIndex))
		return -1;
 
	else return MinIndex;
}
 
void FVictoryEdAlignMode::CheckCursorInButtons(FCanvas* Canvas)
{	
	if(!Canvas) return;
	//~~~~~~~~~
 
	//Reset Highlighted
	HighlightedVertexForSelectedActor = -1;
	HighlightedVertexForHighlightedActor = -1;
 
	//~~~~~~~~~~~~~~~~~~~
	//Main Buttons
	//~~~~~~~~~~~~~~~~~~~
	RV_Int32=0;
	while(VictoryButtons.IsValidIndex(RV_Int32))
	{
		CurCheckButton = &VictoryButtons[RV_Int32];
 
		//check cursor in bounds
		if (CurCheckButton->minX <= MouseLocation.X && MouseLocation.X <= CurCheckButton->maxX &&
			CurCheckButton->minY <= MouseLocation.Y && MouseLocation.Y <= CurCheckButton->maxY )
		{
			//Active Button Type
			ActiveButton_Vibe = CurCheckButton->Vibe; 
 
			if(ActiveButton_Vibe == BUTTON_VIBE_VICTORYHOTKEYS)
			{
				DrawHotkeyToolTip(Canvas);
				FadeInVictoryTitle = true;
				VictoryTitleVisible = false; //prevent a duel between the two
				return;
				//~~~~~
			}
		}
 
		//~~~~~~~
		RV_Int32++;
	}
 
	//~~~~~~~~~~~~~~~~~~~
	//Selected Actor Vertex Buttons
	//~~~~~~~~~~~~~~~~~~~
	RV_Int32=0;
	ClosestSelectedActorButtons.Empty();
	while(SelectedActorButtons.IsValidIndex(RV_Int32))
	{
		CurCheckButton = &SelectedActorButtons[RV_Int32];
		//check cursor in bounds
		if (CurCheckButton->minX <= MouseLocation.X && MouseLocation.X <= CurCheckButton->maxX &&
			CurCheckButton->minY <= MouseLocation.Y && MouseLocation.Y <= CurCheckButton->maxY )
		{
			ClosestSelectedActorButtons.Add(&SelectedActorButtons[RV_Int32]);
		}
 
		//~~~~~~~
		RV_Int32++;
	}
 
	//Find closest of potentially highlighted/selected
 
	const int32 FoundIndex = FindClosestOfButtons(ClosestSelectedActorButtons);
	if(FoundIndex != -1)
	{
		CurCheckButton = ClosestSelectedActorButtons[FoundIndex];
		if(CurCheckButton)
		{
			//Active Button Type
			ActiveButton_Vibe = CurCheckButton->Vibe; 
 
			//Highlight Vertex if hovered over!
			HighlightedVertexForSelectedActor = ActiveButton_Vibe;
 
			//Vertex Selected and not same?
			if(SnapKeyPressed && SelectedVertexForSelectedActor != ActiveButton_Vibe )
			{
				SnapKeyPressed = false;
				SelectedVertexForSelectedActor = ActiveButton_Vibe;
				return;
				//~~~~~
			}
		}
	}
 
 
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
	//~~~~~~~~~~~~~~~~~~~~~~
	//Highlighted Actor Vertex Buttons
	//~~~~~~~~~~~~~~~~~~~~~~
 
	RV_Int32=0;
	ClosestHighlightedActorButtons.Empty();
	while(HighlightedActorButtons.IsValidIndex(RV_Int32))
	{
		CurCheckButton = &HighlightedActorButtons[RV_Int32];
		//check cursor in bounds
		if (CurCheckButton->minX <= MouseLocation.X && MouseLocation.X <= CurCheckButton->maxX &&
			CurCheckButton->minY <= MouseLocation.Y && MouseLocation.Y <= CurCheckButton->maxY )
		{
			ClosestHighlightedActorButtons.Add(&HighlightedActorButtons[RV_Int32]);
		}
 
		//~~~~~~~
		RV_Int32++;
	}
 
	//Find closest of potentially highlighted/selected
 
	const int32 FoundIndex2 = FindClosestOfButtons(ClosestHighlightedActorButtons);
	if(FoundIndex2 != -1)
	{
		CurCheckButton = ClosestHighlightedActorButtons[FoundIndex2];
		if(CurCheckButton)
		{
			//Active Button Type
			ActiveButton_Vibe = CurCheckButton->Vibe; 
 
			//Highlight Vertex if hovered over!
			HighlightedVertexForHighlightedActor = ActiveButton_Vibe;
 
			//Vertex Selected?
			if(SnapKeyPressed)
			{
				SnapKeyPressed = false;
				DoVertexSnap(CurCheckButton->PointInWorld);
			}
		}
	}
}
 
//Victory Project
void FVictoryEdAlignMode::VictoryProject(const FSceneView* View,const FVector& WorldPoint,FVector2D& OutPixelLocation)
{
	if(!View) return;
	//~~~~~~~~~
 
	/** Transforms a point from the view's world-space into pixel coordinates relative to the view's X,Y (left, top). */
	View->WorldToPixel(WorldPoint,OutPixelLocation);
}
 
//Victory DeProject
void FVictoryEdAlignMode::VictoryDeProject(const FSceneView* View,const FVector2D& ScreenPoint, FVector& out_WorldOrigin, FVector& out_WorldDirection)
{
	if(!View) return;
	//~~~~~~~~~
 
	//NEEDS TO BE MADE CONST TO BE ABLE TO USE THIS
	/** transforms 2D screen coordinates into a 3D world-space origin and direction 
	 * @param ScreenPos - screen coordinates in pixels
	 * @param out_WorldOrigin (out) - world-space origin vector
	 * @param out_WorldDirection (out) - world-space direction vector
	 */
	//View->DeprojectFVector2D(ScreenPoint, out_WorldOrigin, out_WorldDirection);
 
 
	/** transforms 2D screen coordinates into a 3D world-space origin and direction 
	 * @param ScreenPos - screen coordinates in pixels
	 * @param ViewRect - view rectangle
	 * @param InvViewMatrix - inverse view matrix
	 * @param InvProjMatrix - inverse projection matrix
	 * @param out_WorldOrigin (out) - world-space origin vector
	 * @param out_WorldDirection (out) - world-space direction vector
	 */
	FSceneView::DeprojectScreenToWorld(
		ScreenPoint, 
		View->ViewRect, 
		View->InvViewMatrix, 
		View->ViewMatrices.GetInvProjMatrix(), 
		out_WorldOrigin, 
		out_WorldDirection
	);
 
}
 
 
//Draw Using the More Fundamental Method, PDI
void FVictoryEdAlignMode::Render(const FSceneView* View,FViewport* Viewport,FPrimitiveDrawInterface* PDI)
{
	//~~~ Verticies ~~~
	if(DoDrawVerticies)
	{
 
	if(SelectedVertexBuffer && VictoryEngine->VSelectedActor)
	{
		PDI_DrawVerticies(View,	PDI,
			SelectedVertexBuffer,VictoryEngine->VSelectedActor->GetTransform(),
			true
		);
	}
 
	//Dont draw if Highlighted == Selected, drawn already
	if(HighlightedVertexBuffer && HighlightedActor && HighlightedActor != VictoryEngine->VSelectedActor) 
	{
		PDI_DrawVerticies( View,	PDI,
			HighlightedVertexBuffer, HighlightedActor->GetTransform(),
			false //Highlighted Actor
		);
	}
 
	} //end of do draw verticies
	//~~~~~~~~~~~~~~~~~~~
}
 
//Draw HUD
void FVictoryEdAlignMode::DrawHUD(FLevelEditorViewportClient* ViewportClient,FViewport* Viewport,const FSceneView* View,FCanvas* Canvas)
{
	if(!Canvas) return;
	if(!VictoryEngine) return;
	//~~~~~~~~~~~
 
	//Title Button
	DrawVictoryTextWithColor(Canvas, "Victory Editor Hotkeys", 10,VICTORY_TITLE_HEIGHT, FLinearColor(1,0,1,VictoryTitleAlpha));
 
	//~~~ Cursor ~~~
	if(!UsingMouseInstantMove) CheckCursorInButtons(Canvas);
 
	//~~~ Make Buttons? ~~~
	if(PendingButtonRefresh) RefreshVertexButtons(View);
 
	//~~~~~~~~~~~~~~~~~~~
	//Mouse Coordinates
	//DrawVictoryText(Canvas, MouseLocation.ToString(), 400,50);
 
	//Mouse World Space Dir
	//DrawVictoryText(Canvas, CursorWorldDir.ToString(), 300,50 + VICTORY_TEXT_HEIGHT );
}
 
void FVictoryEdAlignMode::Tick_VictoryTitle(FLevelEditorViewportClient* ViewportClient)
{
	CurTimeSpan = FDateTime::Now() - VictoryTitleAppearTime;
 
	//If > then Allowed Visible Duration, start to fade out
	if(CurTimeSpan.GetTotalSeconds() > VICTORY_TITLE_VISIBLE_DURATION)
	{
		if(VictoryTitleAlpha <= 0)
		{
			VictoryTitleVisible = false;
			VictoryTitleAlpha = 0;
			return;
		}
 
		VictoryTitleAlpha -= 0.01;
	}
 
	//INVALIDATE THE DISPLAY
	ViewportClient->Viewport->InvalidateDisplay();
}
void FVictoryEdAlignMode::Tick_VictoryTitleFadeIn()
{
	if(VictoryTitleAlpha >=1)
	{
		VictoryTitleAppears();
		return;
	}
 
	VictoryTitleAlpha += 0.01;
}
 
//TICK
void FVictoryEdAlignMode::Tick_VictoryInterface(FLevelEditorViewportClient* ViewportClient)
{
	if(!ViewportClient) return;
	//~~~~~~~~~~~
 
	//Re-activate Real-time each time enter Mode
	/*
	if(ReEntering)
	{
		ReEntering = false;
		ViewportClient->SetRealtime(true,true);
	}
	*/
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//							HUD
	ViewportSize = ViewportClient->Viewport->GetSizeXY();
 
	//Victory Title Tick
	if(VictoryTitleVisible) Tick_VictoryTitle(ViewportClient);
 
	//Fading in?
	if(FadeInVictoryTitle) 
	{
		Tick_VictoryTitleFadeIn();
		ViewportClient->Viewport->InvalidateDisplay();
	}
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~						
	//			Move cursor if RMB is down
	//if(RMBDown) ViewportClient->Viewport->SetMouse(ViewportSize.X/2, ViewportSize.Y/2);
}
 
bool FVictoryEdAlignMode::ShouldDrawWidget() const
{
	if(UsingMouseInstantMove) return false;
	return true;
}
 
 
bool FVictoryEdAlignMode::GetCursor(EMouseCursor::Type& OutCursor) const
{
	if(UsingMouseInstantMove)
	{
		OutCursor = EMouseCursor::GrabHand;
		return true;
	}
 
	return false; //no modified cursor
}
 
void FVictoryEdAlignMode::Tick(FLevelEditorViewportClient* ViewportClient,float DeltaTime)
{
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//				Single Invalidate
	if(DoSingleDisplayUpdate) 
	{
		ViewportClient->Viewport->InvalidateDisplay();
		DoSingleDisplayUpdate = false;
	}
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//				HUD Elements and Input
	Tick_VictoryInterface(ViewportClient);
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//				TRACE CURSOR POSITION
	ProcessMouseInstantMove(ViewportClient);
 
 
 
	//~~~ Begin Vertex Related ~~~
	CHECK_VSELECTED
 
	//Minus or Plus?
	if(MinusIsDown) CurrentVerticiesScale -= 0.333;
	else if(PlusIsDown) CurrentVerticiesScale += 0.333;
	if(CurrentVerticiesScale < 2) CurrentVerticiesScale = 2;
 
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//					New Selection Actor?
	if(VictoryEngine->SelectedActorVerticiesNeedsUpdating)
	{
		VictoryEngine->SelectedActorVerticiesNeedsUpdating = false;
		SelectedVertexBuffer = GetVerticies(Cast<AStaticMeshActor>(VictoryEngine->VSelectedActor));
		PendingButtonRefresh = true;
	}
 
	if(VictoryEngine->ClearSelectedVertex)
	{
		VictoryEngine->ClearSelectedVertex = false;
		SelectedVertexForSelectedActor = -1;
	}
}

Core of Making Your Own Editor Mode

Interaction of EdEngine with EdMode Class

The key interaction between the Editor Mode class and the extended Unreal Engine class is in the Unreal Engine class, where it creates the editor mode instance.

Here is that code:

//Create it if it not exist yet
	if(!CreatedVictoryEdMode)
	{
		TSharedRef<class FVictoryEdAlignMode,ESPMode::Fast> VictoryEdMode = MakeShareable( new FVictoryEdAlignMode() );
 
		//Init VictoryEdMode
		VictoryEdMode->JoyInit(this);
 
		//Register
		GEditorModeTools().RegisterMode(VictoryEdMode);
 
		CreatedVictoryEdMode = true;
	}

Activating The Editor Mode, Once Created

Once you've created your own EdMode class instance, you activate your editor mode using:

//Activate Victory Editor Mode
GEditorModeTools().ActivateMode(VictoryEditorModeID);

The Ed Mode's Unique ID

Note that this is a const FName that I declared here:

const FName UVictoryEdEngine::VictoryEditorModeID = FName("VictoryEditorMode");

And you have to actually give your EdMode its ID in its class constructor. In my case I used my custom JoyInit function

//INIT
void FVictoryEdAlignMode::JoyInit(UVictoryEdEngine* EnginePtr)
{
	ID = FName("VictoryEditorMode");
}

Plugin Build.cs

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
 
using UnrealBuildTool;
 
public class VictoryBPLibrary : ModuleRules
{
	public VictoryBPLibrary(TargetInfo Target)
	{
        PublicDependencyModuleNames.AddRange(
			new string[] { 
				"Core", 
				"CoreUObject", 
				"Engine", 
				"UnrealEd",
			}
			);
	}
}

Plugin Download

File:VictoryPlugin.zip

(Please note this file does not contain an executable, just the .dll that UE4 needs for a plugin, that's why the file warning appears)

Enjoy!

I hope that providing you with my entire Vertex Snapping C++ Source code helps you to create your own Editor Plugins!

Enjoy!

Rama (talk)