How to include GlowingQuad in my project?

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?


An empty project with the glowing quad plugin
quad.zip (11.6 MB)

Just regenerate the project and run the sln from your ide

plug3

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?

Go i nto plugin content folder. There is an example scene there

The content folder is empty:

Turn on show plugin content in the content browser settings and look there

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.

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.

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Glad it finally loaded correctly.

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?

Try adding a directional light and see if you can see the scene.

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.

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.

That does not bode well for the future. I will install UE 4.27.2 and see what that does.

But, the showcase is showing the glow. Why would that work in UE 5.2?

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.

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:

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 :frowning:

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.

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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.