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Combine mesh sockets

Open bengHinterland opened this issue 2 years ago • 4 comments

Requires https://github.com/EpicGames/BlenderTools/pull/524 to work

Fix the fact that sockets would not work with combine mesh when the parent empty has more than one children Also made the get socket function work recursively if meshes are combined.

I am not sure the way I know if combine mesh is used is very elegant, since probably the main code should not be aware if an extension exists or not, but I didn't see any other way to make it work without a lot of refactoring. Maybe the get socket function could be overloadable in an extension ?

bengHinterland avatar Nov 25 '22 16:11 bengHinterland

@bengHinterland thanks for the fix. Ill do some testing, and well try and get these changes merged in soon!

james-baber avatar Nov 28 '22 16:11 james-baber

Any news on this ? We're still using it locally, apparently there's conflict now with the latest changes

bengHinterland avatar Jan 25 '23 13:01 bengHinterland

Resolving the merge conflicts is pretty straight forward. I held off in merging since this is referencing an extension in the core module. I am going to see what can be done to isolate this to the extension. Also we need to write tests for this too.

I have another large PR incoming that I'll see if I can re-factor this into.

james-baber avatar Jan 25 '23 15:01 james-baber

Linking this for reference of the original bug report https://github.com/EpicGames/BlenderTools/issues/523

james-baber avatar Jan 26 '23 00:01 james-baber