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  • started a topic Generate Procedural Mesh

    Generate Procedural Mesh

    Anyone know how to make a mesh from vertices and triangles, attach it to an object and spawn it?

    I looked into FDynamicMeshBuilder, but that's only for drawing.

  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

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  • replied
    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

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    found some pretty glaring problems with how PMC handles collision updates and navmesh updates

    Hi James, guys,

    firstly thanks for the PMC, i love it - but have hit a wall in my deformable terrain. I outline my problem all here with images.

    https://answers.unrealengine.com/que...-procedur.html

    thanks for taking a look, as you can see - the update mesh does not update collisions beyond section 0 correctly. additionally, create mesh section appears to nullify every section AFTER the one built.
    aka, if i update section 5 using a create mesh section node (because update mesh is not updating section collisions correctly) sections 0 - 4 will remain undeleted, but everything >5 will be deleted.

    I am currently on 4.11.2, its a great tool and i am aware its experimental, and would be very thankful for some input or feedback - or if somewhere in my blueprint I have misunderstood the workings of the module. but im pretty sure I have it right after many tests.

    Thanks mate
    Swin
    Last edited by Swinny_; 05-30-2016, 09:08 AM.

    Leave a comment:


  • replied
    I just posted a bunch of procedural examples (as a plugin with source) for free here: https://forums.unrealengine.com/show...-Examples-free!

    Leave a comment:


  • replied
    I would love if the component had the mesh section marked as transient yeah, then I could inherit that component and add my own stuff. Or if the mesh sections were set as protected, then I could at least override the flag.

    Dunno about using a package for this, havent really considered it.. a blueprint version of the class does everything I need really.

    Leave a comment:


  • replied
    Using the transient flag sounds like the right way to solve it to be honest, that's what it does behind the scenes when you tell a component not to serialize itself I think. I've made pretty good use of it as well. Procedural Meshes feel a bit weird though - you can't surround them with a package can you?

    Leave a comment:


  • replied
    Originally posted by Antidamage View Post
    Sadly I can't share a lot of code as it belongs to my employer, but I can point you in the right direction! If there's enough interest I could see about releasing it as a C++ plugin on the marketplace as I'd like to see how they work.
    Thank you, this is great! And yes I'm pretty sure there is enough interest here to take this one step further. I'm working on a plugin myself to provide examples of procedural generation, and working with plugins is quite easy to do.

    Quite a few people are interested in custom mesh generation and having a good way to add export functionality would be very useful to many of us.

    I'm a bit annoyed at ProceduralMeshComponent's insistence to serialize the mesh sections to disk when you save an editor map, and would prefer it not save anything (and just re-gen on loading) and offer an alternative way of manually saving the mesh.

    I've managed to get around this in my own code by having my actor class mark the component as Transient/DuplicateTransient.

    Code:
    UPROPERTY(Transient, DuplicateTransient)
    UProceduralMeshComponent* ProcMesh;
    And then in the constructor:
    Code:
    ProcMesh->SetFlags(EObjectFlags::RF_Transient);
    However this prevents me from inheriting the component directly and forces me to use actors to wrap it (so I can serialize all the properties but not the mesh data).

    Who knows, maybe I'll have to move away from using that component altogether.
    Last edited by SiggiG; 05-18-2016, 10:09 AM.

    Leave a comment:

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