Any update on nurbs curves support for Maya users?
Should be working on PS4 and XBox one.
Turns out the curves are pretty complicated. Every 3d package seems to have it’s strange way how they handle and export them into fbx. We will probably solve that by in-engine editor.
Aw ****, no Switch support I take it? Planned in the future?
If it has dx11 level hw features, it should work (maybe with little fixing here and there). If we see interest in gFur PRO, we would definitely try to go for more platforms.
Also we have a plan to support older than dx11 hw.
Well, I’m about to test it out. The console supports Vulkan, OpenGL 4.5 & OpenGL ES so it should hopefully work.
Would be great if you could share what you find out. Also if you would need some fixes, drop us a mail at gfur@gim.studio.
I posted it hah, but in the wrong thread:
Well, trying to launch the project on the Switch with gFur enabled just crashes the whole thing outright when trying to serialize some material.
Edit: And I mean it crashes on startup regardless of whether the starting map has anything with fur in it. Just serializing a shader crashes the game.
Any chance for a crash log?
I’ll post as soon as I have it, possibly later today.
Hi! Anyone tried if Fur (or Fur Pro) works in Android?
[USER=“262180”]GiM s.r.o.[/USER] - Took me a while to get back to this but the report is as follows:
>
Arkham-Switch-DebugGame.nss!FMaterial::SerializeInlineShaderMap(FArchive& Ar) Line 764 (0xACF9930) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!SerializeInlineShaderMaps(const TMap<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, false> >* PlatformMaterialResourcesToSavePtr, FArchive& Ar, TArray<FMaterialResource, FDefaultAllocator>& OutLoadedResources) Line 662 (0xAC8C1B8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterial::Serialize(FArchive& Ar) Line 3354 (0xAC95BBC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::EventDrivenSerializeExport(int LocalExportIndex) Line 3525 (0x8AE1520) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::ProcessImportsAndExports_Event() Line 3849 (0x8ADB020) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::Event_ProcessImportsAndExports() Line 2860 (0x8ADA710) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs& Args) Line 290 (0x8B09CB0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::ProcessAsyncLoading(int& OutPackagesProcessed, bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4401 (0x8AE8B14) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncThread(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, bool& bDidSomething, FFlushTree* FlushTree) Line 5072 (0x8AEEFB4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4794 (0x8AEE1EC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterialInterface::InitDefaultMaterials() Line 1254 (0xAC8AE20) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterialInterface::PostCDOContruct() Line 2371 (0xAC8B288) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FEDLBootNotificationManager::ConstructWaitingBootObjects() Line 2371 (0x8B0AE40) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4833 (0x8AEE93C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!USoundBase::PostInitProperties() Line 1254 (0xB19A4E4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FObjectInitializer::PostConstructInit() Line 2838 (0x8D21088) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FObjectInitializer Line 2695 (0x8D20968) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2902 (0x8B4D070) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2371 (0x8B4CD84) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ProcessNewlyLoadedUObjects() Line 2371 (0x8D00DF4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FEngineLoop::PreInit(const char16_t* CmdLine) Line 282 (0x8013F60) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!RealMain(void* ) Line 198 (0x8032E4C) C++ Symbols loaded.
The material in question is “/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial” so it’s definitely something about the cooked packages being incompatible due to presumably gFur shader code. The given error is:
Which corresponds to this block of code:
for (int32 VFIndex = 0; VFIndex < NumMeshShaderMaps; VFIndex++)
{
FVertexFactoryType* VFType = nullptr;
Ar << VFType;
// Not handling missing vertex factory types on cooked data
// The cooker binary and running binary are assumed to be on the same code version
check(VFType); **<----------------------------This fails**
FMeshMaterialShaderMap* MeshShaderMap = OrderedMeshShaderMaps[VFType->GetId()];
check(MeshShaderMap);
MeshShaderMap->SerializeInline(Ar, bInlineShaderResources, false);
}
Hope that helps!
Thanks, will let you know what we find out.
Hi, I was reading the thread here… What is the recommended workflow to make the spline guides? Is it possible to do in Maya?
Also, thinking about the difficulties with splines… Would it be possible for you to do the same (control fur directions etc) with a vector map/texture? I mean… for controlling direction it may work.
But I second what you said that an in-editor (UE4) UI would be very nice. Comb, cut brushes etc.
Unfortunately it looks like currently splines can be generated only from 3dsmax. For other apps mesh guides should work. Vector maps are too different approach to how things work right now.
In engine tools would solve most of the issues.
gFur PRO for PS4, Xbox One
A2 or B2?
A1 = Build -> UE4.20(source code) + PS4, Xbox One(source code) + gFur(source code)
A2 = A1 + gFur PRO(binary plugin)
B1 = Build -> UE4.20(source code) + PS4, Xbox One(source code)
B2 = B1 + gFur PRO(binary plugin)
Hello Aabs, sorry, but could you be more clear?
We have updated the documentation - http://gim.studio/gfur/
It’s still far from perfect, but we hope to get there soon 
Next update will contain more images and sample files. After that, video tutorials are on the plan.
gFur PRO for PS4, Xbox One
- Build “UE4.20.x(source code) + PS4, Xbox One(source code)”
- 1 + gFur PRO(binary plugin)
※gFur source code not use
OK?
Hello there!
I’m trying to fix that problem for a while now: (at least one month)
Everytime i try to apply the GFur component on my mesh; it looks like some vertices of the Shell are totally f**ed up. The grow mesh is perfectly skinned on the same bones (and actually if i use the same skeletal mesh copied and used as a Grow mesh i got the Same problems on the same areas.)
Here i moved the Shell above to show the problems clearly. So; i know it is:
-Not a Grow Mesh problem (since there is the same problem with the base mesh used as grow mesh)
-Not a Spline problem (i don’t use them there)
(Of course i kept the furr shell in standard shader for better visualization but it does exactly the same problem with furr shader)
Does anyone got a tip? It’s been honestly several weeks now i can’t use the plug in because of that.
Thanks in advance for your help!
Actually i start wondering if it isn’t a problem of “max bones influences”; is that possible? Everytime it’s around the areas where there might be 4 bones influences