mid_gen
(mid_gen)
October 23, 2017, 8:01am
372
I haven’t tried navigation on the generated terrain…I’ll put it on my todo list
There are some instructions on the github page. The video tutorial on my youtube is out of date and needs updating
Yes
I’ve been too busy to work on this for a while (flying out on another work trip today!) but hopefully after this week I can get back to it again.
Druusch
(Andreas)
October 23, 2017, 10:19am
374
mid_gen:
You’ll need to post details of the crash
What engine version are you using?
Link for Log File
I’m using 4.17.2
Crash Report:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Programme\Epic Games\UE_4.17\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 596] Array index out of bounds: 0 from an array of size 0
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_CashGen!ACGTerrainManager::ProcessTilesForActor() [f:\unreal projects\pnw\plugins\cashgen\source\cashgen\private\cgterrainmanager.cpp:329]
UE4Editor_CashGen!ACGTerrainManager::Tick() [f:\unreal projects\pnw\plugins\cashgen\source\cashgen\private\cgterrainmanager.cpp:133]
UE4Editor_Engine!AActor::TickActor() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:878]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:130]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:269]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:650]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:559]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:1327]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:538]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1450]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1383]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1650]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:402]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3215]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Streliteela
(Streliteela)
October 23, 2017, 11:56am
375
Hi mid_gen,
Awesome work and thanks a lot for sharing.
I have a problem when using this plugin to explore a large map :(:(
I add a CGTerrainTrackerComponent to the default player (ThirdPersonCharacter), the tile the player stands on is always empty and will be filled until the player leaves it.
While if I add a CGTerrainTrackerComponent to the default gamemode, it will be empty all the time.
Could you tell me how to fix this? Any suggestion is appreciated
file:///C:%5CUsers%5CADMINI~1%5CAppData%5CLocal%5CTemp%5Crichole%5Ctemp_4880_1.png
mid_gen
(mid_gen)
October 23, 2017, 12:24pm
376
Druusch:
Link for Log File
I’m using 4.17.2
Crash Report:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Programme\Epic Games\UE_4.17\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 596] Array index out of bounds: 0 from an array of size 0
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_CashGen!ACGTerrainManager::ProcessTilesForActor() [f:\unreal projects\pnw\plugins\cashgen\source\cashgen\private\cgterrainmanager.cpp:329]
UE4Editor_CashGen!ACGTerrainManager::Tick() [f:\unreal projects\pnw\plugins\cashgen\source\cashgen\private\cgterrainmanager.cpp:133]
UE4Editor_Engine!AActor::TickActor() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:878]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\actor.cpp:130]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:269]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:650]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:559]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:1327]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:538]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1450]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1383]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1650]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:402]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3215]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Thanks for that, I’ll take a look. Unfortunately I’m just about to get on a flight and won’t be able to look into it until Friday at the earliest :S
Druusch
(Andreas)
October 23, 2017, 1:09pm
377
I could solve first problem by setting Sector Distance to 5 in make CGLODConfig. In every CGLODConfig it must be Sector Distance 5 else editor crashes.
Ianblender
(Ianblender)
October 25, 2017, 1:09am
378
Im sorry one more question… can you spawn blueprints on the terrain like enemy AI. And will you do a tutorial about grass and foliage? Thanks for answering my questions I am new to the forums(thats why I asked the islands thing twice
mid_gen
(mid_gen)
October 27, 2017, 7:42am
379
What did you have it set to before?
I need to do a cleaning up pass and name some things better and add comments to the struct members.
Druusch
(Andreas)
October 27, 2017, 9:47am
380
Before i had Sector Distance 2 in first one and in second one 10
Druusch
(Andreas)
October 27, 2017, 9:52am
381
You can Spawn what ever you want. You have to use Tracers to get HitLocations on Terrain. I made my own Blueprint to spawn Grass an Foliage on Terrain, but mid_gen is planning to implement foliage system later.
mid_gen
(mid_gen)
November 16, 2017, 12:53pm
382
updated for 4.18. Note that I’m finding an intermittent crash in multiplayer at the moment. Single player is fine. Fixed a couple of other issues.
I’ve moved the samples to a new repo :
mid_gen
(mid_gen)
November 17, 2017, 8:23am
383
Multiplayer sorted…properly handle tracked actors being despawned/spawned due to network relevancy.
mid_gen
(mid_gen)
November 19, 2017, 3:37pm
384
Changed to IWYN, tested packaging on 4.18…all good.
Started work on the Biome branch
mid_gen
(mid_gen)
November 27, 2017, 7:34am
385
Finally added Async Collision Cooking support from the RMC (sorry for the delay).
You can crank the tile size right up now. 128x128 tiles with collision are fine running at 120fps without hitches on my machine
Lionard
(Lionard)
November 28, 2017, 11:57am
386
mid_gen:
Finally added Async Collision Cooking support from the RMC (sorry for the delay).
You can crank the tile size right up now. 128x128 tiles with collision are fine running at 120fps without hitches on my machine
Can you share info about your machine? If it’s not a problem of course.
mid_gen
(mid_gen)
November 28, 2017, 2:31pm
387
I’m running on an i7 5820k with 32GB DDR4 and a GTX 970.
The demo repo project is now very much GPU throttled with 128x128 tile size terrain on my machine with async collision coooking enabled…so as a gameplay programmer I consider it job done
Working on some prop scattering now.
Lionard
(Lionard)
November 29, 2017, 5:18am
388
mid_gen:
I’m running on an i7 5820k with 32GB DDR4 and a GTX 970.
The demo repo project is now very much GPU throttled with 128x128 tile size terrain on my machine with async collision coooking enabled…so as a gameplay programmer I consider it job done
Working on some prop scattering now.
No no, don’t get me wrong. I do agree that from the programming standpoint it is an achievement.
Besides a lot of performance comes from models, materials, and a lot of different things that are made directly by the developer. Yet it’s nice to hear that the tool itself is very nicely optimized, some of the assets in the marketplace look very nice but are incredibly performance heavy which makes it difficult to even use them in the project in the long run.
mid_gen
(mid_gen)
November 29, 2017, 8:52am
389
It is fairly well optimised now…I could probably improve it but I’d need a proper test case to benchmark…I am trying to build out the demo project more, hence the scattering system. It’s difficult to find assets that I can include in an open repository unfortunately.
CPU wise, all the heavy stuff (noise generation, collision cooking) is done off the game thread. All the mesh geometry data is handled in a statically allocated pool. The tiles themselves are not statically allocated but they are pooled, so it should fairly quickly settle down and not result in any excess fragmentation.