Generate Procedural Mesh

Yeah that’s right I probably wrote it a bit confusing :smiley:
As all my chunks already are components and therefore some kind of “submesh”, I’ll probably just use another component for the water mesh.

Yes, my landscaped is supposed to be looking somewhat like minecraft or cubeworld. If you have any questions regarding the procedural mesh you should ask them in this thread as here you will most likelyget the help you need :slight_smile:

Then I have a question about LOD’s. Are they supported with procedural meshes, or implementable by hand?

I modified the scene proxy node to use indices instead of an index per vertex. Got my volumetric slice generation working :slight_smile:

[video]https://youtu.be/BgxHYqcoNbI[/video]

[=dokipen;279962]
I modified the scene proxy node to use indices instead of an index per vertex. Got my volumetric slice generation working :slight_smile:

[video]Dokipen Unreal Volumetric Slice c++ plugin progress - YouTube
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Wow, looks great!

For the master : When i save a map with blueprint that has a procedural mesh component, i get the following error:

Can’t save *.umap: Graph is linked to private object(s) in an external package.
External Object(s):
BodySetup_5

Anyhow,

My question was: is it possible to save a procedural mesh as staticmesh?

[=artem8686;230037]
Yesterday i was tried too. But unreal crash whith this code. I’d like to be able to bake light and vertex paint. I see that the proceduralmeshcomponent and the staticmeshcomponent is a child of one class - meshcomponent. May be its possible to make proceduralmesh with the staticmesh opportunities. But i dont know how. Now i working with this idea. If u find how pleas send a message.
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Hi guys !

I need to convert this procedural mesh to a static mesh. Do you know how ? I tried but every time UE crashed …

Thanks

Does anyone have an idea what could cause these lines in the shadows? It seems to be a pattern of squiggly lined squares. I have tried a different material and it still happens. I am using a slightly modified version of the factory from the tutorial.

Edit: As always I find what is wrong (at least partially) once I post the question. The terrain is build of mesh blocks and light is “bleeding” past the block edges, even though they perfectly fit with the neighbour blocks. Now to figure out how to properly solve it.

Additionally how do you guys handle the lightmass importance volume with very large (nearly infinite) terrain? Do you just scale it up to an extreme size?

4a645aebe22b074a8d686abff51dca9c2cf182c6.jpeg

I just wanted to give an update on something I have been working on for 4.8. Way more people than expected were using the CustomMeshComponent - it was only intended as an example of creating geometry! Anyway, there is clearly a lot of interest in creating geometry using Blueprints, so I’ve added a new ProceduralMeshComponent. This has a very different API, and some new features. I tried to just add features to CMC, but it just wasn’t feasible whilst still maintaining backwards compat. The new API is based on arrays of positions, indices, normals etc, rather than an array of ‘triangle’ structs. I’ve also added a new ProcMesh library of useful functions, and tried to keep the component fairly simple. The big new features are collision support, vertex UVs and colors, and automatic normal/tangent generation. Here is a screenshot of what it looks like in BP:

Yes, indeed very nice , it will be interesting to discuss here of our experiments with this new API!

We should start to document this/make a tutorial for it in the wiki.

[=;283033]
Yes, indeed very nice , it will be interesting to discuss here of our experiments with this new API!

We should start to document this/make a tutorial for it in the wiki.
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It’s very easy to use it in code too.

But i have the same problem as with the CustomMeshComponent : I don’t know how to convert it as a static mesh (or destructible mesh)

[=Meessen;282890]
DThe terrain is build of mesh blocks and light is “bleeding” past the block edges, even though they perfectly fit with the neighbour blocks. Now to figure out how to properly solve it.

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I have exactly the same problem. Although I haven’t looked into it, might this occur as on the borders there isn’t a real face which is blocking the light?

[=Taces;283067]
I have exactly the same problem. Although I haven’t looked into it, might this occur as on the borders there isn’t a real face which is blocking the light?
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Yes I think that might be the cause and that overlapping the meshes could solve it, but it would be a too expensive solution for me. So I hope there is a better one.

Off-topic:
Does anyone know where the game end condition is for the third person example when the player goes below a certain point? Can’t find it.

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Does anyone know where the game end condition is for the third person example when the player goes below a certain point? Can’t find it.

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I suppose you mean the KillZ value, which can be set in the world settings.

Hello. I almost finished this thread and im filled with questions :slight_smile:

Im a student with no previous game dev experience and used C++ for embedded programming of MCU s only.

Currently trying to design “The game of my dreams:P” an MMO persistent space scifi game where players take action in both planets and space…

my goal is to create a spherical earth sized persistent planet with newton physics where players can drive, fly and dig the planet.
They also should be able to find and gather different types of resources (ore , liquids , gas )which are scattered around the planet in different proportions.

Suggested me to look at this thread and this thing is amazing!:slight_smile:

the question is can i create such planet with a custom mesh generation and have different gather able resources below and on the ground using procedural mesh creation?

thanks in advance!

[=MikroSpark;285322]
no previous game dev experience

MMO persistent space scifi game where players take action in both planets and space

spherical earth sized persistent planet
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No. Your idea won’t work easily in UE4 for multiple reasons. It won’t work anywhere easily. You’d pretty much need to craft a custom engine for that scale.

Okay this is a bomb:D
Is it not possible to “tweak” Unreal for my needs? Is it harder than building my own engine?

[=JamesG;282933]
I just wanted to give an update on something I have been working on for 4.8. Way more people than expected were using the CustomMeshComponent - it was only intended as an example of creating geometry! Anyway, there is clearly a lot of interest in creating geometry using Blueprints, so I’ve added a new ProceduralMeshComponent. This has a very different API, and some new features. I tried to just add features to CMC, but it just wasn’t feasible whilst still maintaining backwards compat. The new API is based on arrays of positions, indices, normals etc, rather than an array of ‘triangle’ structs. I’ve also added a new ProcMesh library of useful functions, and tried to keep the component fairly simple. The big new features are collision support, vertex UVs and colors, and automatic normal/tangent generation. Here is a screenshot of what it looks like in BP:


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Hi ,

I’ve had a look at the new ProceduralMeshComponent you’ve made. One question I have is do you think it would be better to structure things to use a struct of arrays rather than an array of structs? The way it currently is all the data for each vertex is bound together with a struct.

One thing I’m doing with my game is updating the vertex colors each frame. I hacked this together in the old version but for compatibility it would be good to refactor everything into the engine version.

The problem with the way it’s implemented is there’s no quick way to update the vertex colours. What I’d have to do is loop through all the vertices structs and update the color for each one. If it used a more data oriented approach keeping an arrays of everything in the section struct I could just replace the color array each frame which would be much more efficient than looping through all the vertices.

Please let me know what you think. If the engine version won’t be implemented this way I’ll probably have to stick to my version.

Wow, I just got the Procedural Mesh Component working. This is amazing.

Anyone else have the same issue as i said above?

I cant save the map with a blueprint that has a procedural mesh component.

[=JamesG;282933]
I just wanted to give an update on something I have been working on for 4.8. Way more people than expected were using the CustomMeshComponent - it was only intended as an example of creating geometry! Anyway, there is clearly a lot of interest in creating geometry using Blueprints, so I’ve added a new ProceduralMeshComponent. This has a very different API, and some new features. I tried to just add features to CMC, but it just wasn’t feasible whilst still maintaining backwards compat. The new API is based on arrays of positions, indices, normals etc, rather than an array of ‘triangle’ structs. I’ve also added a new ProcMesh library of useful functions, and tried to keep the component fairly simple. The big new features are collision support, vertex UVs and colors, and automatic normal/tangent generation. Here is a screenshot of what it looks like in BP:


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Thank’s a lot!
Will DFGI work for CustomMeshComponent?