I have activated your printouts to Log level and this is what I get on a cooked dedicated server:
[2018.08.11-13.13.09:372][837]LogDonMeshPainting:
[Alert] Archer_MM2_Mat - Layer 0 missing
This material is not configured for painting on layer 0.
You need to add the correct Don paint layer material function inside your material
[2018.08.11-13.13.09:374][837]LogDonMeshPainting:
[Alert] claymore_Mat - Layer 0 missing
This material is not configured for painting on layer 0.
You need to add the correct Don paint layer material function inside your material
[2018.08.11-13.13.09:504][845]LogDonMeshPainting:
[Alert] DOC_Mat_M - Layer 0 missing
This material is not configured for painting on layer 0.
You need to add the correct Don paint layer material function inside your material
This assumes that you are using the Don Mesh Paint UV1 node on Layer 0. If that is not the case, you should change the contents of the FName to match that.
Let me know if this works and we can investigate further accordingly.
Is anyone having luck getting this to work on 4.20.3? I just downloaded the plugin and paint is not working in my project, I also tried the sample project the creator made and it did not work either!
Thanks.
EDIT: Nevermind, it just appears that the landscape bounds are shared between projects, so the settings I had for my project invalidated the demo project.
Thanks for the update. Yes it is shared if you have the plugin installed at engine level (true for marketplace plugins by default).
You can simply copy the plugin directly into your project folder for maintaining unique bounds per project.
Sorry for the late reply, been super busy with my game’s biggest Steam update
Yes. complete flexibility is offered at the API level. You can extend it to create custom “paint projectiles” as per your needs
The eraser functionality allows you to remove painted areas and restoration of an entire actor/material (purge) is also supported. You can also simply choose to negate the mask’s alpha channel in the material for cheap gradual transitions without touching the render target(s) again.
You can use any format you like - Blueprints or C++
Hi, I using this plug-in in UE4.18.
I have a problem when i paint to the mesh that rotated to some direction.
The projectioned decal has wrong scaling when mesh’s rotation changed.
Can i fix this problem if i use plug-in of 4.20 with Latest UE?
Major Bugfix - Skeletal Decal Sizes are now consistent
Thanks to [USER=“1019567”]Rita Shinenen[/USER] 's excellent bug report I was able to diagnose and resolve the longstanding issue of inconsistent decal sizes (on skeletal meshes) which other users like @cpenny20 have also mentioned in the past.
I have sent a hotfix to the former for testing, if all goes well the patch will be formally introduced along with the 4.21 update for the plugin.
Thanks again to [USER=“1019567”]Rita Shinenen[/USER]!
Hi, i but this awesome plugin,
but I do not know how to set the material for my character, once I’m going to wear the uv1 mesh paint (Don_mesh_paint_uv1), what should I do?
Error in paint stroke component: “This materias is not configured for layer 0…”
Assuming you’ve setup everything up as per those docs, can you share the following:
Screenshot of your material (just the part with the Don Mesh Paint UV1 node is enough)
Screenshot of how you’re calling the Paint Stroke node
If you have already setup the Physics Asset and the UV1 special UV map for your character (as per the docs), then a screenshot of those will help as well.
One useful debug technique is to bring your character into the example project and replace the demo character with yours. That will allow you to focus on verifying just your character’s setup first.
“**Skeletal meshes: **A lightmap UV is compulsory for skeletal meshes in this workflow. So in addition to your regular UV map (UV0), you will need to create a simple lightmap UV on UV1. You will need to ensure that every part of your mesh (per-pixel) has a unique coordinate in the lightmap UV you’ve created. Now you should be able to use Don_Mesh_Paint_UV1 to paint without any issues.”
And
“3) If you have already setup the Physics Asset and the UV1 special UV map for your character (as per the docs), then a screenshot of those will help as well.”
How i can do this? please, thank you
The result with this 2 screen is the first screen with the character, with “blood decal” all the tim at same place
If you haven’t setup the character’s UV1 map or physics asset there’s no point testing any further, the results will invariably not make sense.
For setting up UV1:
Go to your favorite DDC - Blender/Maya/max etc.
Create a new UV map for your character in the UV1 channel (instead of the usual UV0)
Unpack all faces onto unique UV islands. You can do it any way you like, the only golden rule is that each vertex/face needs to occupy a unique spot on the UV Map. i.e. No overlapping faces, so just like a Lightmap UV.
Export your character back into UE4 again, now the “Don Mesh Paint UV1” node will work because it has the right UV data to work with
For setting up physics asset: Follow Epic documentation on physics asset creation/etc.
The precision of your Hit Result determines the precision of your paint decal placement, so you need a physics asset that very accurate; it should envelop your character as tightly as possible to provide good results.
You can open the demo character’s UV1 map (in Persona -> Show) and its physics asset to see how both are setup.
The 2nd UV like Lightmap i do it, and the physical asset it’s like this: (firts img)
But nothing, i dont know why doesnt work ç__ç
Spawn the decal black, and every time in the same position… (second img)
Wait, without brush decal texture and brush render material works!!!
Now i understad why you say physics asset, have a little problem on the chest when i shoot it. but leg and arms looks god!
Can you help me for the decal of blood please?
Hi @eddiescofield , can you email a small repro project to [EMAIL=“support@drunkonnectar.com”]support@drunkonnectar.com with your username in the subject? It will probably be quicker that way. If desired, you can substitute this particular asset with any dummy character that showcases the issue.
PS: I need 24-48 hours to respond to messages as I receive a high volume of email. Sunday/Weekend correspondence will necessarily be delayed.
Yes i know this, no problem, sorry for the spam, really. But i love your plugin and i don’t know why decals doesnt work, i follow step for step the guide in website…
Anyway ok i send you the project. If i can give you advice, do a little tutorial on your channel youtube, for simple material works for decals on mesh with a simple project like first person or third person. So, thank you so much for the support!
No problem - Just let me know when you’ve sent it over. I don’t need your main project, a new third-person project with any dummy asset that showcases the issue is sufficient.
Based on the resolution we attain for this issue, I’ll see if the tutorials need to be improved in some way or if a video is needed to complement the existing docs.Thanks for your feedback.
~
4.21 update: I’ve received confirmation that the decal size issue mentioned in this post is fixed with the provided patch. 4.21 update will be submitted soon along with this bugfix!