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Adding textures in editor for Trigger Volumes

Hello guy!

I come from source, and a big problem for me, is knowing where triggers are in the world. Specially for maps I did not create. In source, various volumes do have textures in the editor, so you can know where the boundries of a trigger volume is. In UE4 I find it difficult, specially, when all sides of the cube end up being inside geometry, to assure a volume covers a whole room. This leaves me with no visual cue where the start of the face of the cube is.

I want to be able to add a texture to the trigger volumes in ALL the maps me or my collegues make.

For reference, this is what it looks like in Hammer, the source engine editor. alt text

And my level, you can tell there is something through the gizmo, but select something else, and noone knows that there is a trigger there already. alt text

Thanks! I hope there is a way to implement this, if not, please epic implement this.

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asked Jan 17 '15 at 09:23 PM in Rendering

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Motanum
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avatar image Motanum Jan 19 '15 at 03:33 PM

Has anyone figure this stuff out?

avatar image Meteorssssss Jan 09 '18 at 03:42 AM

Hello Motanum, Have you solved this feature?> I have the same demand.

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Hey Motanum -

Currently there is no way to add a texture or other outer skin element to the volumes created in the engine. We do have a feature request in with our engineers to look into the possibility of adding some variation of this stile of volume rendering. As they continue to investigate I will keep you informed, for reference the request is UE-6970.

Thank You

Eric Ketchum

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answered Jan 19 '15 at 05:47 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Motanum Jan 19 '15 at 06:24 PM

Thanks! I honestly think this is a must have! Imagine you are a level designer, and try to help your colleague, you open his level, and you have no clue of where triggers start and end.

I guess I could make some blueprints, and add some mesh that scales along with the volume, and put those in, instead of the volume trigger directly into the level blueprint.

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