Likewise ;-;
Hope that we might get some info on this.
Go on, . It’s my birthday in a couple of days - please make it a good one!
Development preview 0.0.1 released
First of all, sorry for the delay and radio-silence recently. Since Cubiquity is just something that I work on in my spare time other things have been taking precedence (like planning my wedding :)).
This morning I updated my copy of UE4 to 4.8 and for the first time yet (after an engine update) Cubiquity compiled without having to make any changes whatsoever! This is good because it means that I could spend today preparing an alpha release rather than fighting compilation or runtime errors.
If anyone wants to try out Cubiquity for UE4, then the first step will be to clone the Git repo. It lives in GitHub at volumesoffun/cubiquity-for-unreal-engine. I’ve tagged this release as 0.0.1 so you can also download a zip of the source from GitHub.
You will then also need to download the Cubiquity DLL (this is the closed-source part) and header files, some example VDB files and a shader file from:
and unzip them somewhere sensible.
The easiest way to have a play with C4UE4 is to make a new C++ project and put the Cubiquity folder (from the Git repo) in the Plugins folder of the project. Regenerate the project files and launch VS. There’s one or two files we need to edit before we start. First is the Plugins/Cubiquity/Source/Cubiquity/Cubiquity.Build.cs file. Edit the string in ThirdPartyPath to point to the place you unzipped the Cubiquity DLLs. Secondly, edit Plugins/Cubiquity/Source/Cubiquity/Private/CubiquityColoredCubesVolume.cpp and CubiquityTerrainVolume.cpp. Edit the string in the constructor of them to point to the place you unzipped the example VDB files. The last thing you will need to do is download the .usf file and put it in UnrealEngine/Engine/Shaders in the main Unreal Engine folder (not in your project).
You should now be able to compile the project and start up the editor and have access to the Cubiquity actors. Drag one into your scene and start playing. Documentation at this point is quite thin so look though the source code to see what’s possible and have a play with Blueprints too.
If you can’t see the Cubiquity actors then go to the Content Browser window, click View Options in the bottom-right and select Show Plugin Content. In the Cubiquity Content folder you should see two blueprints: CubiquityColoredCubes and CubiquityTerrain. Drag one of these into the scene to get started. You’ll need to drag one of the materials from Cubiquity Content/Materials onto the material attribute in the Details panel (Triplanar_Inst for Terrain and *ColoredCubes *for ColoredCubes)
Please note that this is a pre-alpha development preview, not a production-ready system. At present it is intended just to give people an idea about the way the system is going and to start some testing of the basics. That said, there’s quite a lot you can do already if you don’t mind getting your hands dirty. Please be careful about combining it with any projects you care about just yet though as I can’t guarantee that it won’t just explode and kill everyone
Finally, for those who don’t follow our blog or Twitter, we recently announced that the Unity3D version of Cubiquity will be free for all users. I will be following the same model with Cubiquity for Unreal Engine 4 so you will all eventually have access to the full version of Cubiquity for UE4 for no fee.
Hey Milliams first Congrats on your wedding!
Thanks for making Cubiquity Free cannot wait to get started working with it
Oh well thats cool that you make it free
I think CubiquityColoredCubesVertexFactory.usf is missing.
You’re right, I forgot that file. Unfortunately (last I tried) it’s not possible to include shader files in plugins so it needs to be put in the UnrealEngine/Engine/Shaders. You can get the file at http://www.volumesoffun.com/downloads/Cubiquity/CubiquityColoredCubesVertexFactory.usf
Thx.
Temaran made an engine modification allowing it, and a PR for it, so it might soon become possible.
Great, I hadn’t seen that PR. It looks like it should work for me. When it’s implemented in UE4, I will put the usf into Git.
Great work so far.
Found a little “bug” in the Build.cs. The destination path “Binaries/Win64” is not created so the first Project Refresh/Recreation fails.
You should consider changing line 53 from this:
FileInfo destFile = new FileInfo(Path.Combine(ModulePath, "..", "..", "Binaries", PlatformString, "CubiquityC.dll"));
to that:
var destPath = Path.Combine(ModulePath, "..", "..", "Binaries", PlatformString);
Directory.CreateDirectory(destPath);
FileInfo destFile = new FileInfo(Path.Combine(destPath, "CubiquityC.dll"));
This will automatically create all subfolders.
Cheers
Cheers, I’ve made a fix to Cubiquity.Build.cs to fix the problem you describe. Anyone following the Git master can pull it now.
Hey,
So I have a bunch of questions about to how to get Cubiquity installed -
I have been struggling to get Cubiquity installed the past little while. Keep in Mind that I am a C++ newbie. My problem is that it does not show up in the editor. The project compiles but does not show up in the editor.
- Do I install this in my …/4.8/Engine/plugins/Runtime Folder or do I put it in my …/Unreal Projects/<Project Name>/Source folder? or do I have to make a plugins folder in my project root folder?
- Do I need the source code build of 4.8 or can I use the binary build?
- I edited line 15 in Cubiquity.Build.cs to point at the Cubiquity root folder. So for example “C:/Users/<Myname>/Documents/Unreal Projects/<ProjectName>/Source/plugins/Cubiquity”. Did I edit the right line?
If anyone could help it would be appreciated
It needs to be put in the …/Unreal Projects/<Project Name>/Plugins folder (you will need to make this folder probably)
I’m not sure. You will need to be able to build (in the C++ sense) the project but if you can do that with the binary build then you should be ok.
It needs to be set to the place where you extracted the Cubiquity-2015-06-14.zip file so something that ends with “Cubiquity-2015-06-14/” The build script will copy the DLLs from that folder to the place they need to be for the plugin to load.
Hope this helps.
THANK YOU, ! I hope everything goes fantastically for your wedding!
I managed to compile everything and dragged out the (very very small) Cubiquity Terrain. I had to scale it up significantly to make it viable. I’m not sure if this is intentional.
What was more important was that the materials for the terrain, Triplanar and Triplanar5_inst both lost all of their material settings the moment they were selected. They appeared find as thumbnails until selected or opened. The Diffuse and Normals are all empty.
Second note: I could not run a lighting build without the whole thing crashing.
Does anyone want to make a brief video on getting this set up and installed for UE4, that would be a great help to the community.
How about the performance?
(edit: POTENTIALLY IRRELEVANT POST… I have discovered that I am now having a wider issue with UE4, and likely this problem has nothing to do with Cubiquity)
It seems that I am unable to rebuild the project files. Here’s the error I get:
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
at System.IO.FileInfo.CopyTo(String destFileName, Boolean overwrite)
at Cubiquity.LoadCubiquity(TargetInfo Target) in z:\P4Workspace\Unreal Projects\Cubiquity_Test_01\Cubiquity_Test_01\Plugins\cubiquity-for-unreal-engine-master\Source\Cubiquity\Cubiquity.Build.cs:line 64
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes, StackCrawlMark& stackMark)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes)
at System.Activator.CreateInstance(Type type, Object] args)
at UnrealBuildTool.RulesCompiler.CreateModuleRules(String ModuleName, TargetInfo Target, String& ModuleFileName)
i don’t get it, how can i use it? im on first person blueprint example, shotting meshes with triplanar/colored cubes on it but nothing happens, all compiled 100% sucessfull and opened… help please!