NeilAgg
(NeilAgg)
June 10, 2023, 3:15pm
1
Someone pointed me to the GlowingQuad GitHub package:
https://github.com/hollowdilnik/GlowingQuad
I downloaded a zip file and extracted it to my project’s Content folder.
Now, I am getting a compile error:
In use pin no longer exists on node Generate Glow Mesh . Please refresh node or break links to remove pin. from Source: /Game/GlowinQuad/ShaderGlow/BP_GlowMeshMaker.BP_GlowMeshMaker
I think I did this wrong. How do I include that package into my project?
3dRaven
(3dRaven)
June 10, 2023, 3:34pm
2
An empty project with the glowing quad plugin
quad.zip (11.6 MB)
Just regenerate the project and run the sln from your ide
NeilAgg
(NeilAgg)
June 10, 2023, 4:48pm
3
I downloaded your quad project, generated the visual studio project files, and built the solution in Visual Studio. It says the build was a success.
Now, when I open the quad project in Unreal, I get an empty screen:
What did I do wrong?
3dRaven
(3dRaven)
June 10, 2023, 4:56pm
4
Go i nto plugin content folder. There is an example scene there
NeilAgg
(NeilAgg)
June 10, 2023, 5:00pm
5
The content folder is empty:
3dRaven
(3dRaven)
June 10, 2023, 5:03pm
6
Turn on show plugin content in the content browser settings and look there
NeilAgg
(NeilAgg)
June 10, 2023, 5:13pm
7
That seems to have locked up my editor. It’s not doing anything and does not respond to clicks. Maybe it is just building something. I am going to leave it for a while and see what happens.
NeilAgg
(NeilAgg)
June 11, 2023, 2:25pm
9
I left the editor for a while and it did not come back after a couple of hours. It must have locked up.
I killed it and re-started it. Now I was able to load the showcase:
Thank you for your help on that!
I am going to try to add the plugin to my existing project and see if it works.
1 Like
3dRaven
(3dRaven)
June 11, 2023, 2:28pm
10
Glad it finally loaded correctly.
NeilAgg
(NeilAgg)
June 11, 2023, 4:32pm
11
This is strange. When I build an apk, upload it to App Lab, and load it onto my Quest 2, the environment is completely black. The same thing happens when I switch to Android mode and hit the play button on my editor:
But, if I hit play without being in Android mode, I see the items in my scene:
I added a point light, so I think things should render.
Any ideas?
3dRaven
(3dRaven)
June 11, 2023, 4:38pm
12
Try adding a directional light and see if you can see the scene.
NeilAgg
(NeilAgg)
June 11, 2023, 5:22pm
13
I started a new VR project.
I imported a fbx asset.
I set the outer material on the sphere to MI_Solid_Blue and the lines material to M_DoomGlow.
When I run the project in my editor, it does not seem to be glowing:
I might be misunderstanding how to use the GlowingQuad since my editor locks up every time I try to look at the showcase.
3dRaven
(3dRaven)
June 11, 2023, 5:36pm
14
Seems some of the shader functions don’t translate well into 5.2. They throw errors in the material editor so spline glow doesn’t work.
NeilAgg
(NeilAgg)
June 11, 2023, 5:44pm
15
That does not bode well for the future. I will install UE 4.27.2 and see what that does.
NeilAgg
(NeilAgg)
June 11, 2023, 5:49pm
16
But, the showcase is showing the glow. Why would that work in UE 5.2?
3dRaven
(3dRaven)
June 11, 2023, 6:00pm
17
It’s not showing the glow on the last 2 curve based effects. The custom expression is calling a variable that no longer seems to work in 5.2
So I’m guessing you need to rewrite the position expression for 5.2
Looking through the engine documentation & source code the closest translation I could get is
return (float3(LWCHackToFloat(ResolveView().WorldCameraOrigin)) + float3(LWCHackToFloat(PrimaryView.WorldCameraOrigin))) * 0.5f;
Though I’m not sure if GetInstancedView()
was swapped out for ResolveView()
don’t have a vr headset to check
After shader recompile with my revised expression code the curve glow works
No more shader errors in the mat editor either.
NeilAgg
(NeilAgg)
June 11, 2023, 8:53pm
18
I changed the code in the custom component to what you suggested and now the glow works on all of the showcase items:
But, it does not seem to have made any difference in my scene:
3dRaven
(3dRaven)
June 11, 2023, 8:55pm
19
Edit: Ok so your object needs to be derived from Doom Glow, where it creates a procedural mesh that glows.
It’s not as simple as just throwing the material on the object on a material slot
Seeing as the project is working with GlowingQuad in the editor and fixed for 5.2 I would suggest marking the topic as resolved and making a new one regarding the use of the plugin.
1 Like
NeilAgg
(NeilAgg)
June 11, 2023, 10:20pm
20
I think it would be a good idea to contribute your code change to the plugin so people using UE 5 can take advantage of it.