Announcement
Collapse
No announcement yet.
voxel plugin™
Collapse
X
-
-
Getting some errors when trying to compile.
Error C4800 'int': forcing value to bool 'true' or 'false' (performance warning) Project E:\Unreal Projects\Project\Plugins\Voxel\Source\Voxel\Private\TransvoxelTools.cpp 342
Error C4800 'int': forcing value to bool 'true' or 'false' (performance warning) Project E:\Unreal Projects\Project\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp 326
Error Failed to produce item: E:\Unreal Projects\Project\Plugins\Voxel\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Voxel.lib Project E:\Unreal Projects\Project\Intermediate\ProjectFiles\ERROR 1
Comment
-
I don't have this error. Did you set any custom build arguments?
Comment
-
No, I downloaded the voxel.zip put it in plugins folder of my project and it said it couldn't be compiled for this version (4.17.1) and to rebuild from source manually
Comment
-
Try with this one: https://github.com/Phyronnaz/Marchin...5244/Voxel.zip
If it doesn't work download the entire project and compile it with visual studio.
- 1 like
Comment
-
Originally posted by Phyronnaz View PostTry with this one: https://github.com/Phyronnaz/Marchin...5244/Voxel.zip
If it doesn't work download the entire project and compile it with visual studio.
Comment
-
That's because by default sphere radius is 0. You can create a custom sphere world generator by creating a blueprint class inheriting from SphereWorldGenerator, and then you can set radius.
Edit: Radius was not taken into account, fixed that in latest versionLast edited by Phyronnaz; 08-31-2017, 02:56 PM.
Comment
-
Comment
-
Great job, thank you for sharing the code!
The dynamic mesh importer is awesome, I see that the lag is due to raycasts and they can be precomputed - does it mean that they could be somehow precomputed for every static mesh to minimize the lag? Let's say that I would like to dynamically import meshes (just like the car mesh in the video) in-game, but minimize the lag... Would something like this be possible?
Cheers!
Comment
-
The raycasts could be done in editor, creating a voxel asset which could then be imported at runtime without any lag.
Comment
-
Thanks for the answer, that sounds promising. So basically [static mesh] -> [convert to a special voxel asset with all raycasts precomputed] -> [import it as voxel asset at runtime]? Is it already possible in current state of the project?
That's a great learning resource by the way, voxels were always on my to-learn list. Thank you again!
Keep it up!
Comment
-
So basically [static mesh] -> [convert to a special voxel asset with all raycasts precomputed] -> [import it as voxel asset at runtime]?
Is it already possible in current state of the project?
Comment
-
Comment
-
This is really looking pretty cool, and I'm excited to check it out. I too am having the same build error as HeroicVillian. I created a fresh C++ project and added the latest plugin from github. Attempting to build the plugin fails. I generated the VS project files and tried building in Visual Studio and here are the errors:
1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>------ Build started: Project: VoxelTest, Configuration: Development_Editor x64 ------
2> Performing 4 actions (18 in parallel)
2> Module.Voxel.cpp
2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\TransvoxelTools.cpp(342): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunk.cpp(35): error C4800: 'AVoxelChunk *const ': forcing value to bool 'true' or 'false' (performance warning)
2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(326): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(327): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(362): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
2>ERROR : UBT error : Failed to produce item: X:\Unreal\VoxelTest\Plugins\Voxel\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Voxel.lib
2> Total build time: 15.92 seconds (Local executor: 0.00 seconds)
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "X:\Unreal\UE_4.17\Engine\Build\BatchFiles\Build.bat VoxelTestEditor Win64 Development "X:\Unreal\VoxelTest\VoxelTest.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Comment
-
Anyone know how to blend triplanar materials based on height on a sphere? I'm trying to make craters and holes turn to gravel.
Filmburner I fixed that by compiling in editor, but I'm not sure if it's actually compiling
Comment
Comment