Thanks Rama for your fast reply!
becouse I use also the VictoryUMG plugin (color wheel) I didn't see any Mac version maybe I missed some something? ...about the "open file dialog" there is any chance to do it with BluePrint or I have to go with c++ ?
In few words I'm doing a little demo where you can change the color of some parts of a model and load a custom texture from hdd to put on it as decal. I have done all the stuff but I miss the load from hdd part.
Anyway thanks for all your support.
Ahh, hmmm, I dont have a mac version of my Color wheel
Mac compile is not easy for me to do, my Victory plugin version was sort of a special event
Hi Rama,
thanks a lot for your awesome plugin. Feels like you really enjoy sharing your good stuff with others, and that's amazing.
I was wondering, is it possible to get triangle and uv data of a static mesh using your plugin and blueprints only?
I would like to use a static mesh as a template for procedural construction.
I'm trying to extract vertex, triangles and uvs data to create a new custom mesh with it, for then to modify specific vertices and triangles in the mesh. This allows me to resize a wall keeping the original door size, as an example.
I've managed to do this using custom vertex and triangle arrays, but this data becomes "impossible" to handle (and to script) when dealing with complex meshes.
Is this the best aproach? Maybe I'm missing something easier to achieve this task.
This is what I'm doing in an external App I've developed which deals with DAE files (Collada - XML), but vertex and triangle data are managed diferently in UE4 so I can't use this data.
Hi Rama, what UE4 version do the latest download available for?
Is it made for 4.11.2 or 4.12?
Thanks
I have not yet added support for 4.12, it would have to be a separate upload to avoid removing people's ability to download the current 4.11 build (only 1 file on media fire)
Hi Rama,
thanks a lot for your awesome plugin. Feels like you really enjoy sharing your good stuff with others, and that's amazing.
I was wondering, is it possible to get triangle and uv data of a static mesh using your plugin and blueprints only?
I would like to use a static mesh as a template for procedural construction.
I'm trying to extract vertex, triangles and uvs data to create a new custom mesh with it, for then to modify specific vertices and triangles in the mesh. This allows me to resize a wall keeping the original door size, as an example.
I've managed to do this using custom vertex and triangle arrays, but this data becomes "impossible" to handle (and to script) when dealing with complex meshes.
Is this the best aproach? Maybe I'm missing something easier to achieve this task.
This is what I'm doing in an external App I've developed which deals with DAE files (Collada - XML), but vertex and triangle data are managed diferently in UE4 so I can't use this data.
Thanks again!
You're welcome!
Can you explain more about what you mean by "I've managed to do this using custom vertex and triangle arrays, but this data becomes "impossible" to handle (and to script) when dealing with complex meshes."
I'd like to know what issues you encountered so I can craft an appropriate solution.
In 4.12 I made several contributions that you can now play with!
I submitted the C++ code for these on Github and Epic has now brought these nodes into the engine in 4.12!
So these are nodes you dont need my plugin for, they are available right now in 4.12!
Here's a picture!
Actor Functions
Was Recently Rendered: Extremely powerful node to let you perform game code optimizations based on whether you know the actor is being rendered, or has been rendered recently. Actors that have not been rendered for awhile can stop running functionality that is important, but not if the actor has been out of view for a long time!
Get Time Since Creation: This is very useful for actors that you create during runtime and want to know how long they've been around for! Their runtime-lifetime basically
~~~
Vector2D Equality
You can now compare two Vector2Ds in BP with a tolerance of your choosing!
~~~
Make Plane From Point and Normal
There was no easy constructor for making a plane in BP, so I've now provided you with one!
It's easy! Just recall that "normal" in this context means the direction that is perpendicular to the surface of the plane, or basically the facing direction of the flat plane surface.
~~~
Hud Draw Line With Thickness
Now you can draw HUD lines with a thickness!
~~~
Reminder: IsPlayerControlled()
Dont forget about IsPlayerControlled() which got released in 4.11, I am hoping it will help all you folks doing BP multiplayer out quite a bit, when it comes to AI vs players!
Can you explain more about what you mean by "I've managed to do this using custom vertex and triangle arrays, but this data becomes "impossible" to handle (and to script) when dealing with complex meshes."
I'd like to know what issues you encountered so I can craft an appropriate solution.
Rama
The main issue is that I'm doing everything manually, because I couldn't find any other way around with blueprints only.
For example, I create an array of vertices with their coords. In another array I set the amount of triangles keeping the order relative to the vertices array. Then I create a Procedural Mesh with these arrays. Right now I can't find a simple way to deal with UVs... anyway, I can get a nice cube (or similar) with collisions and some normals calculated by the "Calculate Mesh Tangents" node (I guess that's the node name).
So.. what's the issue? The issue comes when dealing with 50 or more vertices (and not creating a simple cube). Let's say that I want to resize the window hole of a wall, where I have other holes. In a mesh like this the vertices count could reach to 80, and having an array with 80 vertices and links/cables attached to it is not fun at all to work with. Plus, at first, I have to "guess" where each vertex goes and keep the right order to get a working mesh. Hours go by and my mesh still looks wrong... Finally when I have it "looking good", Normals and UVs are wrong and materials won't look good. In the end I have an "infinite" set of arrays, and if there was something done wrong (like a vertex misplaced in the right order, or a miscalculation with triangle count and order) I have to start from scratch because of the workflow applied.
The main idea is to have a blueprint node to read all this data (vertices, triangles, uvs, normals) from a Static Mesh, and then create a new Procedural Mesh where I modify, lets say, vertex number 4 and 5 to make it wider.. and vertex 6 and 7 to make it taller. That would keep the window and door holes when changing these sizes, without me having to set every vertex manually, just modifying the ones I need.
Right now I can make it work using the method explained (with the wrong uvs), but something that could take 30 minutes (with the right UVs!), took 2 days of my life (doing research of course) and I'm just working with a box with a hole. I can't imagine doing this with a full pack of meshes for my procedural level.
Your plugin solves the vertices problem, but I find it really complicated to deal with the right order for the triangles and the UVs.
Thank you Rama for your interest in this subject, it feels good to receive feedback!
(aaand sorry for the 5am english of a spanish speaker!)
Last edited by D4RKUL4; 06-02-2016, 05:03 PM.
Reason: grammar
I tried to build the 4.12 version plugin but this is what happens:
[ATTACH=CONFIG]95931[/ATTACH]
same Plus this
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:\Users\dark5\Documents\Unreal Projects\darkstorm\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(11): fatal error C1083: Cannot open include file: 'HeadMountedDisplay.h': No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Users\dark5\Documents\Unreal Projects\darkstorm\Plugins\VictoryPlugin\Binaries\Win64\UE4-VictoryBPLibrary-Win64-Shipping.lib
Update : Compiling a 32 Bit version first in visual studio then Packing in the Editor worked just fine but doing the 64 bit version i never can compile it because of some kind of error in the LIB file maybe its courpted? >...> i really need that 64 bit one to work i'll keep experimenting with it
Never mind it just crashes when you run the exe. Is anyone else getting these issues with 4.12 and the updated plugin?
Comment