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    Nawrot I thought material layers dev had stopped, partly because they aren't great performance wise? The plugin has basically its own version of material layers through material collections, without the performance issues (but with a higher draw call count).
    Website: https://voxelplugin.com
    Discord: https://discord.gg/58ZqEbg

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      That is sad news i really liked those layers. Yes, I seen material layers in your plugin, then googled that, and seen that experimental feature in engine. Well back to old material instances.

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        Website: https://voxelplugin.com
        Discord: https://discord.gg/58ZqEbg

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          Originally posted by Phyronnaz View Post
          IronSuit If it's just a visual effect you probably want to use displacement, eg https://www.raywenderlich.com/5760-c...nreal-engine-4 (should work with the plugin too)

          i want to have the actual terrain displacement, because that's affects the car suspension and it correctly simulate the physics.

          basically i want a close result to this guy, https://www.youtube.com/watch?v=BiYXsiNEkkg

          but i don't know how to achieve the results, any help would be much appreciated.

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            IronSuit It's possible to do that with the free version. You could use SetValueProjection under each wheel. If you need help feel free to join the discord!
            Website: https://voxelplugin.com
            Discord: https://discord.gg/58ZqEbg

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              Originally posted by Phyronnaz View Post
              IronSuit It's possible to do that with the free version. You could use SetValueProjection under each wheel. If you need help feel free to join the discord!
              is it possible to have a different displacement value, based on wheel speed, and weight or car?

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                IronSuit Sure
                Website: https://voxelplugin.com
                Discord: https://discord.gg/58ZqEbg

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                  Hello,
                  I bought the Pro-Version and trying to use it in Linux.

                  While most of the features seem to work out-of-the-box, there are some issues I got:

                  First i noticed, that saving in Editor creates a (nearly) empty file. This file can not be loaded again. (PIE: Error: LoadFromSave: Invalid save).

                  As i planed to use this Plugin with multiplayer I was testing replication. But as soon as the Client tries to connect to server (the modules TCP-Server) it crashes because it was not able to set the huge buffer size:

                  Code:
                  [2019.03.01-15.18.21:505][458]LogCore: === Critical error: ===
                  Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
                  
                  [2019.03.01-15.18.21:505][458]LogCore: Assertion failed: BufferSize == NewSize [File:VoxelTcpSocket.cpp] [Line: 66]
                  I commented out this line, and added a UE_LOG printing the NewSize. It sets it to arround 400000. This seems to be a setting in linux. I prefer not to change any of this settings, because players would need to do so too.

                  With the check commented out, I can actually play in pie. But if I try to change the Landscape another crash occurs:

                  Code:
                  [2019.03.01-15.22.45:809][448]LogCore: === Critical error: ===
                  Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
                  
                  [2019.03.01-15.22.45:809][448]LogCore: Assertion failed: 0 <= Diff.Index && Diff.Index < VOXEL_CELL_COUNT [File:VoxelDataOctree.h] [Line: 397]
                  this time I'm completely stuck. First i thought it may turncate the data because of the limited buffersize, but as the logs say:
                  Code:
                  [2019.03.01-15.22.45:780][448]LogVoxel: Bytes to send: 163. Bytes sent: 163. Success: 1
                  there was not enough data to fill this buffer, right?

                  Also found this line appearing quite often in the logs:
                  Code:
                  2019.02.28-20.05.47:778][478]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: VoxelProceduralMeshComponent /Game/ThirdPersonCPP/Maps/UEDPIE_2_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.VoxelWorld_1.VoxelProceduralMeshComponent_4 NOT Supported.
                  Maybe its related?


                  The VoxelGraph works just fine in linux, but the resulting asset can not be used because its crashing. (Can not find the logs for this one, but i will make a new one if needed.)
                  But exporting to c++ works, and the compiled result can be used without issues.

                  And the last one is a glitch:
                  While testing in singleplayer: When moving to far away from "center" the player-character teleports to random locations.

                  Maybe you know what i can do to fix this issues?

                  My System:
                  OS: Debian Stretch
                  Nvidia Driver: 396.54
                  Unreal Editor Version: 4.21.2 using Vulkan RHI.

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