Section 1. What does rdBPtools do?

rdBPtools is a C++ plugin that extends the Blueprint functionality in a number of ways:

  • Easily create/edit Prefab Blueprints from Actors laid out in the level with sophisticated Randomization.
  • Move actors/blueprints static meshes to the Foliage System
  • Harvest static meshes from any actors or volumes such as Foliage or PCG
  • Convert blueprints to Level Instances or Packed Level Actors
  • Apply functions to actors and instances in prefab blueprints (such as mirror or place on ground)
  • Merge/Harvest/Assimilate all static meshes into a singular actor with instances

In a nutshell, it gives you the ability to very easily and quickly create collections of assets which can be efficiently used throughout your levels – either as-is or with a powerful randomization system applied to those assets.

It gives options to create them, and also copy them back to the level as simple Actors again without loosing any configuration data.

It’s also very easy to convert your Prefab Blueprints to LevelInstances or PackedLevelActors, and even move your StaticMeshes over to the Foliage system.

There are tools to harvest ISMs/HISMs from other actors and convert to Prefabs or StaticMesh Actors – including PCG volumes and Foliage.

You have the option to build you prefab using “Instanced Static Meshes” – these are very fast and easy to edit. The system used in rdBPtools is compatible with world partition.

It’s also completely compatible with rdInst, a highly optimized C++ Static Mesh Instance Handler – converting any Static Meshes used in your Blueprints to Fast Instances – both at run-time and in the Editor. You can also “Assimilate” child actors – take over their Instances. Both at run-time and in the Editor.

Every Actor can be assign randomization settings – you are able to control the position/scale/rotation and visibility of each item – and items can be reliant on other items.

It also has a system built in that allows you to Show and Hide any section within your Blueprint at runtime. This is an extremely powerful feature – you can do things such as have one section in your Blueprint the exterior of a room (walls etc) and another section/s the interior. It is simple to trigger the Showing of the sections from events such as the Door Opening, or Closing behind you.