Announcement

Collapse
No announcement yet.

Procedural Mesh Examples - free!

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Even though you're obviously doing this in c++ and will be able to do this way faster than i am doing. Check out this series im working on https://youtu.be/0o7T6Pu0WJs

    Leave a comment:


  • replied
    What I suspect is happening here is not everyone being familiar with how Git submodules work? The example project is directly referencing a couple of plugins, and you can see the references pointing at specific SHAs here:
    https://github.com/SiggiG/Procedural...master/Plugins

    A submodule is like a sub-project, a way for a Git project to directly reference and use another Git repo. Unfortunately they aren't super straight forward to work with..


    Some info here, but basically after syncing down my example project you need to initialize and then pull the referenced submodules with Git:
    https://git-scm.com/book/en/v2/Git-Tools-Submodules



    Originally posted by iontom View Post
    Alright, new challenge - how to make these meshes have collisions. I've tried adding these sections to the initializer - but maybe I need to do something more.

    MeshComponent->SetSimulatePhysics(true);
    MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
    I believe Koderz's latest version of PMC has proper support for collisions. I'll try to get my code updated to his latest plugin soon (tm).


    Originally posted by Jonas_Molgaard View Post
    Ooh, do i see L-System trees? Looking awsome.
    Well.. kinda I haven't implemented actual L-system parsing logic here, but it's something I'm planning on do when I find some free time

    Leave a comment:


  • replied
    Ooh, do i see L-System trees? Looking awsome.

    Leave a comment:


  • replied
    Alright, new challenge - how to make these meshes have collisions. I've tried adding these sections to the initializer - but maybe I need to do something more.

    MeshComponent->SetSimulatePhysics(true);
    MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

    Leave a comment:


  • replied
    Any luck, I'm breaking on 12.5 too. I simply can't open the project if I have the plugin included.

    EDIT: Nevermind - I was downloading from the wrong place. First I did the git repo direct, then from a link in the forum - but then I found the stable release (for 12.5 anyway):
    https://github.com/Koderz/UE4Runtime...eases/tag/v1.2

    Also - I had references to ProceduralMeshComponent in my project, which I pulled out. And I updated the Build file to show too.
    Last edited by iontom; 09-17-2016, 12:56 PM.

    Leave a comment:


  • replied
    Originally posted by geylangwarrior View Post
    Hey SiggiG I have trouble getting the plugin to load with 12.5 ...says the plugin was made with a different version of the engine and it wont rebuild for me!
    Sorry for the slow response here. Hmm this is odd since I'm not providing a pre-built version of the plugin, only the source. I'll take a look once I'm home.

    Leave a comment:


  • replied
    Hey SiggiG I have trouble getting the plugin to load with 12.5 ...says the plugin was made with a different version of the engine and it wont rebuild for me!

    Leave a comment:


  • replied
    I've updated all the examples using Koderz's excellent RuntimeMeshComponent plugin. This is more efficient and faster than the UE4 ProceduralMeshComponent.

    Awesome work Koderz, keep it up!

    Leave a comment:


  • replied
    Originally posted by SiggiG View Post
    I would love to hear what you have planned! I've been thinking about writing my own version of it, or going a completely different route.

    What's been bothering me lately:
    • The variables holding the generated data (mesh sections) aren't marked as Transient. So if you offer editor support (not just generate on BeginPLay), all the mesh data is saved along with your map. I got around this by making the whole component Transient, causing issues with transforms among others.
    • No easy way to update mesh data once generated, so currently I need to re-create the mesh on every frame. We need a way to set a mesh as static (once generated) or dynamic. Perhaps allow updating the Vertices buffer, as long as length and indexes remain the same?
    • A way to export the meshes to static mesh assets. Antidamage posted a way to do this I plan on utilizing once I need it.
    • Using tasks/threading for mesh creation.


    Well, if you're interested, I'm in the Unreal Slack much of the day almost every day. (I'm in Eastern US, so not sure what timezone you're in)

    You pretty much listed some of the same things that bug me. The only one I hadn't thought of was the mesh data getting saved, but I can probably solve that. I have far faster updates already done, as well as generally better render performance, and a few other things. I planned on supporting static mesh -> PMC, but not sure about the other way around.

    Leave a comment:


  • replied
    Originally posted by Koderz View Post
    Hey SiggiG, I've been working on some serious updates to the PMC and would be interested in seeing what all issues you've been running into! That goes for anyone else as well!
    I would love to hear what you have planned! I've been thinking about writing my own version of it, or going a completely different route.

    What's been bothering me lately:
    • The variables holding the generated data (mesh sections) aren't marked as Transient. So if you offer editor support (not just generate on BeginPLay), all the mesh data is saved along with your map. I got around this by making the whole component Transient, causing issues with transforms among others.
    • No easy way to update mesh data once generated, so currently I need to re-create the mesh on every frame. We need a way to set a mesh as static (once generated) or dynamic. Perhaps allow updating the Vertices buffer, as long as length and indexes remain the same?
    • A way to export the meshes to static mesh assets. Antidamage posted a way to do this I plan on utilizing once I need it.
    • Using tasks/threading for mesh creation.

    Leave a comment:


  • replied
    Hey SiggiG, I've been working on some serious updates to the PMC and would be interested in seeing what all issues you've been running into! That goes for anyone else as well!
    Last edited by Koderz; 05-23-2016, 12:48 AM.

    Leave a comment:


  • replied
    Originally posted by Hevedy View Post
    This looks like nice project, good work. But the GPL license can't be used in UE4 by EULA, you should change the license. (MIT, Zlib or other)
    Ah thanks for that! The MIT one is probably all I need.

    Leave a comment:


  • replied
    This looks like nice project, good work. But the GPL license can't be used in UE4 by EULA, you should change the license. (MIT, Zlib or other)

    Leave a comment:


  • replied
    Originally posted by georgeng View Post
    Really Cool.
    Will take a look

    The trees, are they created using a DLA algorithm?
    No, but I'm planning on adding that and other algorithms later. What I have there is a simple line division with a random offset of the center point.

    Leave a comment:


  • replied
    Really Cool.
    Will take a look

    The trees, are they created using a DLA algorithm?

    Leave a comment:

Working...
X