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    Originally posted by bswinbanks View Post
    found some pretty glaring problems with how PMC handles collision updates and navmesh updates
    Hi Swin,

    Check out Koderz's excellent Runtime Mesh Component, I've swapped over to using that exclusively:
    https://forums.unrealengine.com/show...nerated-meshes!
    Programmer at Klang Games | Ex-CCP (EVE Valkyrie / Sparc) | @SiggiGG
    Check out my procedural mesh examples

    Comment


      Originally posted by SiggiG View Post
      Hi Swin,

      Check out Koderz's excellent Runtime Mesh Component, I've swapped over to using that exclusively:
      https://forums.unrealengine.com/show...nerated-meshes!
      Hey Siggi,

      As youll see I already posten on that thread (2 under yours ) Koderz came and sniffed me out after a post on answerHub! thanks though

      I will be grabbing it as *soon* as there is a release that works with the package versions, as I am not a coder and have not compiled my own engine

      Comment


        until then I have focussed on AI as to not lose any traction on my project

        Comment


          I was wondering if anyone has figured out how to pull off height map displacement on these meshes. I've been tinkering with a terrain generator but tessellation always gives me weird flickering results.

          No tessellation:


          Tesselation:
          Attached Files
          Last edited by Synnoid; 06-19-2016, 03:23 PM.

          Comment


            Hi everyone,

            I'm using a UPrimitiveComponent "extended/using" a FScneViewProxy() to draw meshes

            There is some way of getting mouseclick () events or get hit proxies on primitives draw with FDynamicMeshBuilder ?

            On docs https://docs.unrealengine.com/latest...h/2/index.html we have a parameter with HHitProxy* that can we pass when use GetMesh(...)

            GetMesh
            (
            const FMatrix & LocalToWorld,
            const FMaterialRenderProxy * MaterialRenderProxy,
            uint8 DepthPriorityGroup,
            bool bDisableBackfaceCulling,
            bool bReceivesDecals,
            bool bUseSelectionOutline,
            int32 ViewIndex,
            FMeshElementCollector & Collector,
            HHitProxy * HitProxy
            )

            But how can I get That HitProxy* on other parts of code not only on CustomMeshComponent using a FSceneProxy(), for example how can I get the Hitproxy value on Actor that have the component ?

            Thanks

            Comment


              Hi everyone,

              I built quite a large Planet with Procedural Mesh Component. (Basically, i built it in c++ with Runtime Mesh component plugin but it's the same thing...)

              The resolution of shadow on the mesh looks very bad.

              See examples on this post (https://answers.unrealengine.com/que...component.html).

              Is it possible to set or override the lightmap resolution for procedural mesh component like for static mesh ?

              Thanks.
              Attached Files

              Comment


                Does anyone know if there are any plans on adding support for multiple UV channels to the Procedural mesh?

                Comment


                  Originally posted by rikardherlitz View Post
                  Does anyone know if there are any plans on adding support for multiple UV channels to the Procedural mesh?
                  Use this instead: https://forums.unrealengine.com/show...nerated-meshes
                  Easy to use UMG Mini Map on the UE4 Marketplace.
                  Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                  Comment


                    For those looking for a very basic starting point to procedural mesh generation, I recommend this YouTube video tutorial: https://www.youtube.com/watch?v=dKlMEmVgbvg

                    Comment

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