❀ DoN's Dynamic Mesh Effects ❀

Hi [USER=“47100”]6gg Studios[/USER],

Marketplace plugins cannot be modified in the engine folder itself, for modifications to function properly they need to be migrated over to your project folder as follows:

Instructions:

  1. Create an empty C++ project which you will use as your workspace.
  2. Inside the new project’s root folder, create a “Plugins” directory
  3. Copy the Mesh Painting plugin from <Your4.XYEngineFolder>/Engine/Plugins/Marketplace/DonMeshPainting into your Project’s new Plugins directory.
  4. Delete the Binaries and Intermediate folders inside DonMeshPainting for a fresh start.
  5. Open your new project from Visual Studio and compile your project to test. The plugin should now be compiled afresh along with it.

~

For your other question about an apparent perf overhead for unused materials:

Ideally this should not be the case as the plugin will only 1) iterate through all your materials 2) find out which ones have the matching layer parameter setup by querying the material and 3) ignore such materials with a warning. I will double-check for the next engine update whether there is anything more to this.

However there is one scenario worth checking: If you have a parent material function with a paint node and have child material instances that shouldn’t really be participating in any paint effects, then those child materials will definitely double/triple your cost unless you manually disable them.

See this knowledge base article for how to disable such child materials from receiving paint:

Have a nice day :slight_smile: