I'm finding myself in the same boat. I've gone through a few different gravity solutions so far with no luck. Is anyone having any better luck than we are?
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BinaryScrub There's an example of central gravity in SolarSystem/SolarSystem. Just make sure you have the latest version and set the pawn of the GameMode to SolarSystemPawn.Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Originally posted by Phyronnaz View PostBinaryScrub There's an example of central gravity in SolarSystem/SolarSystem. Just make sure you have the latest version and set the pawn of the GameMode to SolarSystemPawn.
Edit: I'm also wondering how networking is working right now. I was looking at the documentation, and I can not find the Multiplayer property on voxel world?
Edit again: Also tried building win64 and win32. Gave a few errors:
Code:Performing 4 actions (4 in parallel) SharedPCH.UnrealEd.cpp C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetGraph': is not a member of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetSchema': is not a member of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2227: left of '->IsCacheVisualizationOutOfDate' must point to class/struct/union/generic type C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(54): error C2039: 'GetGraph': is not a member of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2039: 'GetSchema': is not a member of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode' C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2227: left of '->GetCurrentVisualizationCacheID' must point to class/struct/union/generic type C:\Program Files\Epic Games\UE_4.17\Engine\Source\Editor\BlueprintGraph\Classes\K2Node.h(10): fatal error C1083: Cannot open include file: 'K2Node.generated.h': No such file or directory
Last edited by Wilken; 10-17-2017, 06:37 PM.
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Phyronnaz Sorry to keep coming to you with issues, but I've run into another issue. When I try to package out the project so that it can be run separately I get the following error part of the way through the package build:
Code:UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master\Plugins\Voxel\Binaries\Win64\UE4-Voxel.lib UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 30.90 seconds (Local executor: 0.00 seconds) UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 31.081552s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Program Files\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe Procedural Win64 Development -Project="G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes- master\Procedural.uproject" "G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master\Procedural.uproject" -NoUBTMakefiles -remoteini="G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.10.15-18.19.45.txt'
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Wilken VoxelWorlds can't move anymore, I need to figure out how relative positioning works for components. Multiplayer is also broken. When you say "building", do you mean packaging? If not did you try to build with Visual Studio? If it still dosen't work, please create an issue on GitHub.
BinaryScrub Packaging isn't supported for now (editor code used in runtime plugin). Heightmaps could be projected on the sphere, I will look into that.Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Originally posted by Phyronnaz View PostBinaryScrub Packaging isn't supported for now (editor code used in runtime plugin). Heightmaps could be projected on the sphere, I will look into that.Last edited by Madaahk; 10-20-2017, 08:46 PM.
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Originally posted by Phyronnaz View PostWilken VoxelWorlds can't move anymore, I need to figure out how relative positioning works for components. Multiplayer is also broken. When you say "building", do you mean packaging? If not did you try to build with Visual Studio? If it still dosen't work, please create an issue on GitHub.
I used the UnrealFastNoise plugin for additional perlin noise support and it works very well with this. Makes for interesting landscapes (and spheroids) by modulating the results from multiple generators, but the noise plugin should probably have a little tweak where it can cache already calculated defaultvalues. I'm trying out a solution for this.Last edited by Wilken; 10-20-2017, 09:45 PM.
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Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Phyronnaz Tthat's great news! I also saw mentions of solarsystem fix - did you also implement movement already? Oh and of course I can show a few screenshots. I've not looked into the LOD settings and such yet, and that's showing in the pictures, but your codebase is well documented; greatly appreaciated!
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Originally posted by Wilken View PostPhyronnaz Tthat's great news! I also saw mentions of solarsystem fix - did you also implement movement already? Oh and of course I can show a few screenshots. I've not looked into the LOD settings and such yet, and that's showing in the pictures, but your codebase is well documented; greatly appreaciated!
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Wilken
did you also implement movement already?
your codebase is well documented; greatly appreaciated!
@BinaryScrub
How large is the terrain that is generated
By default Depth = 13 and VoxelSize = 100, so the default terrain size is 13107200 cm = 131 072 m.
If you need more you can increase Depth, but be careful as it can crash the editor. Also you will quickly run into float precision problem: SetWorldOriginLocation may help for this.Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Originally posted by Wilken View PostPhyronnaz Tthat's great news! I also saw mentions of solarsystem fix - did you also implement movement already? Oh and of course I can show a few screenshots. I've not looked into the LOD settings and such yet, and that's showing in the pictures, but your codebase is well documented; greatly appreaciated!
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