Playing around with this plugin.
And already, in it’s current state, I’m having a lot of fun.
Cool :>
Just be careful with the number of subdivisions and limits when it’s in this very crude state!
SubDivisions = Number of times the original 20 faces are subdivided.
SubDivLimit = If the remaining number of subdivisions exceeds this limit, then the current face will spawn 4 child faces
Don’t exceed SubDivisions/SubDivlimit = 3 would be my advice
20 face actors
20 + 80 face actors
20 + 80 + 320 face actors
I’ve noticed what you mention.
The image above has these settings:
It does spawn a few more than I would like it to, but this might even be a bit too many subdivisions.
So, a lot of testing and playing around at this point.
EDIT:
And thanks. :o
Is there a way to get the end of thread callback or whatever it’s called, after every CGWorldFace has been generated?
In a game situation, that would be a very useful .
Or is that a simple thing to add on my own, maybe?
EDIT: First off, sorry for all the double posts.
And I figured out that I could just as well look into adding a something that gives feedback on when the thread is finished.
I’m getting this error when trying to run a packaged game:
Can add a blueprint event or delegate easy enough. You’re welcome to submit a PR, contributions welcome. I’m busy this weekend so it’ll be next week at least before I do any more work on it.
Included CashGen in your project’s build.cs ? That’s usually the problem with packaging
C++ is not my strongest language to be honest. So, to begin with. I’ll just play around with the code and see what and where I can add code without breaking things.
Could you give me a point in the right direction on where/what file I could add a blueprint event or delegate? :o
EDIT:
So, I’ve actually managed to add a blueprint event to the plugin. Now, I need to figure out the hard part. What to use to trigger the event.
Another EDIT:
Ok, that was a lot easier than I thought. Tho, I guess it’s a totally newbish way to do it. But it works at least, and I don’t think it adds any load to the current performance. :o
@mid_gen
I have noticed that the collisions are not being set for the sections created with CGWorld. Could you explain how I can re-enable the collisions? Or do the normals and tangents have to be calculated before collision can be enabled?
I smell what you’re stepping in. I tried the same thing, tried directing the waves toward the player, etc. I can’t tell you how many times I’ve installed and uninstalled that plugin over the years. I’ve been using the ocean BP from Tropic Islands in the meantime but I just stumbled upon Beach Wave Water on the marketplace. Looks promising. Thanks for the contribution btw.
I’ve not exposed the setting to BPs yet.
Up to my ears on a new project learning a new engine so haven’t had time to look at this for a few weeks. Will try and fit some time in over the weekend.
@mid_gen
I see. New project and engine sounds interesting.
Sounds good. Looking forward to the update on the plugin.
I would love to make collision work on my own. But I lack the knowledge on where an how to do that.
Sorry for the delay! I’ve added a collision option to the world config, pushed to the CG_World branch. Brain is totally maxed out absorbing other engine stuff at the moment so firing up Unreal when I get home isn’t happening for a while :>
Thank you very much! No need to be sorry.
I mean, you are taking the time to do work on the this awesome plugin while working on something else.
I will have a look at it in a bit. Trying to get through a C++ course to get a better understanding of this untamed beast. Well, it’s a beast to me at least.
I can understand that taking in a new engine makes the brain boil.
Mind telling what engine it is? I know it’s like a unwritten rule that says not to mention other engines on an engine forum and so on. But just out of curiosity.
@mid_gen
I’ve been playing around to get the collision on the CGWorld. But it seems to not be working. I’ve downloaded the branch and implemented it to a fresh project. Terrain works just fine, but the World still does not seem to have collision.
Hi,
Really nice plugin.
I’m trying to add vegetation to it but how did you managed to do this in your videos? I Tryied to use the grass node in the material but it only works with layers right?
Oh, and I have some problems that I don’t see in your images/videos:
https://img4.hostingpics.net/pics/934700bug.jpg
Never mind. I managed to fix it.
By adding this:
MeshComponent->CookCollisionNow();
to CGWorldFace.cpp under UpdateMesh.
It really slows down the process, but it’s worth it!
For my foliage question, at least is there a way to know when a tile has been generated so I can’t start an event right after each tile generation, event which raytracing and spawning foliage meshes?
@Haoris
Hi.
Are you referring to the “flat” land from the branch, the tiles, not the spherical ?
As far as I know, there is no event added to tell when a tile has been placed.
With that said. I don’t think it’s too hard to add it. I’ve been playing around with the CGWorld more than the terrain part, so I can’t say it for sure.
I would have to do more research before I could tell you how tho.