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    #91
    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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      #92
      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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        #93
        Splines:
        Website: https://voxelplugin.com
        Discord: https://discord.voxelplugin.com
        Twitter: https://twitter.com/phyronnaz

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          #94
          Originally posted by Phyronnaz View Post
          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.
          Great stuff! I did however test the Orbit Speed and Rotate Speed parameters, and the sphere chunks were positioned out of sync (image attached). Even with the SolarSystemPawn. Are there other settings also needed?

          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.

          Comment


            #95
            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'
            I tried to start fresh from the project source on the github just to see if it was something that I might have done but I still get the same error. Any ideas?

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              #96
              Phyronnaz Question: What do you think the best way to import height maps into the sphere world generator would be? Or is that even feasible:?

              Comment


                #97
                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

                Comment


                  #98
                  Originally posted by Phyronnaz View Post
                  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.
                  Hi, just curious: Why not support packaging? Wouldn't the entire reason behind this be to create something others can test and play? Basically, what if I want to prototype and test things outside of the editor with worlds created with the plugin? Thanks!
                  Last edited by Madaahk; 10-20-2017, 08:46 PM.

                  Comment


                    #99
                    Originally posted by Phyronnaz View Post
                    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.
                    Yes, I'm sorry, what I meant was indeed packaging. I ended up trying to include the BlueprintGraph module and some other stuff like adding public and private paths, but it didn't sort it out. Hopefully it'll be supported further down the line.

                    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.

                    Comment


                      Packaging is working!

                      Wilken Would love to see some screenshots
                      Website: https://voxelplugin.com
                      Discord: https://discord.voxelplugin.com
                      Twitter: https://twitter.com/phyronnaz

                      Comment


                        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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                          Phyronnaz Question: How large is the terrain that is generated with the FlatWorldGenerator? It seems like it goes beyond the playable area within the editor, so how big is it really? Is it infinite? And if not, do you know of any way that I could loop the landscape?

                          Comment


                            Originally posted by Wilken View Post
                            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!

                            geez... those pics though

                            Comment


                              Wilken
                              did you also implement movement already?
                              Movement is indeed working again.

                              your codebase is well documented; greatly appreaciated!
                              Glad to hear that!

                              @BinaryScrub
                              How large is the terrain that is generated
                              TerrainSize = VoxelSize * 16 * (2 ** Depth)
                              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

                              Comment


                                Originally posted by Wilken View Post
                                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!

                                How are you doing the noise on the planets surface?

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