<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>B4UE</title><link>https://2b345d6e.b4ue-docs.pages.dev/</link><description>Recent content on B4UE</description><generator>Hugo</generator><language>en</language><copyright>b4ue.singinwhale.com, All rights reserved.</copyright><atom:link href="https://2b345d6e.b4ue-docs.pages.dev/index.xml" rel="self" type="application/rss+xml"/><item><title>Installation</title><link>https://2b345d6e.b4ue-docs.pages.dev/docs/setup/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2b345d6e.b4ue-docs.pages.dev/docs/setup/</guid><description>&lt;h1 id="installation"&gt;Installation&lt;a class="anchor" href="#installation"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="download"&gt;Download&lt;a class="anchor" href="#download"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ol&gt;
&lt;li&gt;Get the Plugin on &lt;a href="https://www.fab.com/listings/510af476-43e7-41ff-a7c5-e46112864f9e"&gt;Fab&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;Install it to your project or engine from the Epic Games Launcher in the Unreal Section. See the &lt;a href="https://dev.epicgames.com/documentation/en-us/unreal-engine/working-with-plugins-in-unreal-engine#installing-plugins-from-fab"&gt;official documentation&lt;/a&gt; for details.&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id="setup-in-engine"&gt;Setup in Engine&lt;a class="anchor" href="#setup-in-engine"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;blockquote class='book-hint note'&gt;
&lt;p&gt;Without this you cannot use Tab to toggle between the normal selection mode and the Blender mode.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;This step is technically optional but recommended: Go to your &lt;em&gt;Editor Preferences&lt;/em&gt; under &lt;em&gt;Edit&lt;/em&gt; and search for &amp;ldquo;Viewport Context Menu&amp;rdquo;. Rebind the shortcut of &amp;ldquo;In-Viewport Context Menu&amp;rdquo; to Shift+Tab instead. Alternatively, you can rebind &amp;ldquo;Toggle Blender Operators Mode&amp;rdquo; to Shift+Tab if you prefer that.&lt;/p&gt;</description></item><item><title>Standard Operations</title><link>https://2b345d6e.b4ue-docs.pages.dev/docs/standard_operations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2b345d6e.b4ue-docs.pages.dev/docs/standard_operations/</guid><description>&lt;h1 id="standard-operations"&gt;Standard Operations&lt;a class="anchor" href="#standard-operations"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="axis-constraints"&gt;Axis Constraints&lt;a class="anchor" href="#axis-constraints"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;All operations allow constraining the axes on which the operators operate. Press &lt;kbd class="book-key"&gt;X&lt;/kbd&gt;,&lt;kbd class="book-key"&gt;Y&lt;/kbd&gt; or &lt;kbd class="book-key"&gt;Z&lt;/kbd&gt; to only use that axis. Inversely, use &lt;kbd class="book-key"&gt;Shift&lt;/kbd&gt; + &lt;kbd class="book-key"&gt;X&lt;/kbd&gt;,&lt;kbd class="book-key"&gt;Shift&lt;/kbd&gt; + &lt;kbd class="book-key"&gt;Y&lt;/kbd&gt; or &lt;kbd class="book-key"&gt;Shift&lt;/kbd&gt; + &lt;kbd class="book-key"&gt;Z&lt;/kbd&gt; to constrain to all axes BUT the respective one.&lt;/p&gt;
&lt;p&gt;During any operation the mouse will be constrained to the viewport and will wrap around the edges if you hit the edges.&lt;/p&gt;
&lt;p&gt;All operations also support &lt;a href="https://2b345d6e.b4ue-docs.pages.dev/docs/type_to_transform/"&gt;Type to Transform&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id="global-vs-local-space"&gt;Global vs Local space&lt;a class="anchor" href="#global-vs-local-space"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;To switch between global and local space press the constraint shortcut again. For example, when you constrained to rotating around the Z axis and you are currently in global space, press &lt;kbd class="book-key"&gt;Z&lt;/kbd&gt; again to instead rotate around the selection&amp;rsquo;s local Z axis.&lt;/p&gt;</description></item><item><title>Type to Transform</title><link>https://2b345d6e.b4ue-docs.pages.dev/docs/type_to_transform/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2b345d6e.b4ue-docs.pages.dev/docs/type_to_transform/</guid><description>&lt;h1 id="type-to-transform"&gt;Type to Transform&lt;a class="anchor" href="#type-to-transform"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;During any operation you can start typing in numbers and math operators to exactly define the operation parameter.&lt;/p&gt;
&lt;h2 id="formulas"&gt;Formulas&lt;a class="anchor" href="#formulas"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Unlike blender, the input supports math formulas. For example, entering &lt;code&gt;40+3*20-10&lt;/code&gt; while translating will result in a translation by 90 units.&lt;/p&gt;
&lt;h2 id="units"&gt;Units&lt;a class="anchor" href="#units"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;blockquote class='book-hint note'&gt;
&lt;p&gt;Unit conversion only applies for grab/translation!&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;In the &lt;code&gt;Editor Preferences&lt;/code&gt; &amp;gt; &lt;code&gt;Blender Operators Editor Settings&lt;/code&gt; &amp;gt; &lt;code&gt;Translate&lt;/code&gt; you can define which unit is used to interpret the typed input.
The default is centimeters which usually corresponds to the WorldToUnit scale in most unreal projects. If you prefer to use meters like in blender
you can change the setting to any of these:&lt;/p&gt;</description></item><item><title>Control Rig</title><link>https://2b345d6e.b4ue-docs.pages.dev/docs/control_rig/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2b345d6e.b4ue-docs.pages.dev/docs/control_rig/</guid><description>&lt;h1 id="control-rig"&gt;Control Rig&lt;a class="anchor" href="#control-rig"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;In Control-Rig mode everything is the same except that the mode is a sub-mode of the animation mode.
You can toggle it on and off via the toolbar button.&lt;/p&gt;
&lt;label class="book-image" for="book-image-toggle-0"&gt;
 &lt;input class="hidden toggle" type="checkbox" id="book-image-toggle-0" /&gt;
 &lt;img src="https://2b345d6e.b4ue-docs.pages.dev/blender-mode-toggle-control-rig.png" title="Blender Mode toggle in animation mode" /&gt;
&lt;/label&gt;</description></item><item><title>Splines</title><link>https://2b345d6e.b4ue-docs.pages.dev/docs/splines/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2b345d6e.b4ue-docs.pages.dev/docs/splines/</guid><description>&lt;h1 id="splines"&gt;Splines&lt;a class="anchor" href="#splines"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Transforming spline control points is fully supported. Duplicating existing points requires some getting used to, however.&lt;/p&gt;
&lt;h2 id="duplicate-point"&gt;Duplicate Point&lt;a class="anchor" href="#duplicate-point"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Prefer to use &lt;kbd class="book-key"&gt;RMB&lt;/kbd&gt; and select &amp;ldquo;Duplicate Spline Point&amp;rdquo; in the dropdown menu to duplicate spline points for now.&lt;/p&gt;
&lt;p&gt;The other less nice way is to first select it and then press &lt;kbd class="book-key"&gt;G&lt;/kbd&gt; to translate it,
then while moving the point press alt to duplicate it in its current positon. The downside is that it is very hard to duplicate it in place because you have to move it first.&lt;/p&gt;</description></item></channel></rss>