❀ DoN's Dynamic Mesh Effects ❀

Okay so, seems the answer is to create a blank c++ project, then put the plugin files in its plugin folder, change the needed code… then delete the intermediate and binaries and start up the blank c++ project, (making sure the plugin has been stripped from the associated engine as well, the plugin code should only be in the c++ project as of now) then add the plugin back into the engine.

So, I am good now. Thanks! But curiously, I still wonder… What goes on inside of the plugin when it tries to paint on a surface that isnt setup? i mean besides the warning (resolved) but, it seems to slow it down some still and it makes me wonder is there something in the code that can be changed to make it just ignore things that don’t have a layer node setup in the material, i guess the question is… does it already just ignore it? or is it trying to interact with it more than necessary than it is just to see if it is setup to receive? Is there anything there that could be removed, since it doesn’t seem it was meant to run with materials not setup for it (ie, my mesh that had materials that collision couldn’t be shut off but did not want the paint nodes in the material)

That was probably all clear as mud, but if you understood… great. If not, my main reason is dealt with… so I am happy. My gore effects are just heaps better with this plugin resource wise and looks **** good.