My overall aim is to display many colourful point-like objects, up to 10,000s or 100,000s.
Each point has a position (xyz) and a colour (rgb). Position could be static if needed, but colour is definitely not.
I am fairly new to unreal but have tried many options with limited success.
I have tried:
Actor components with static-mesh Spheres
- obviously can’t handle the required numbers
Actor components with billboards
- better, but again can’t handle the numbers
- no different to above
- Didn’t seem to be able to control their spawn location
- GPU particles all have the same colour
- Don’t seem to be able to change colours after spawn, or reference individual particles in any way
- I thought that maybe if I could make a static mesh of the points, I could make a shader to show points (like wireframe… but points)
- No luck
(reading) Point Clouds
- Other forum post (https://forums.unrealengine.com/showthread.php?91501-How-to-place-single-GPU-particles-at-specified-locations) store position data into a texture. This seems very roundabout and I don’t think it can handle changing point colours.
I believe I’ll need to harness the GPU to make this possible. Possibly my understanding of shaders is wrong, but I was under the impression I should be able to send the GPU vertex data (with attached colour data), and have the GPU execute a shader (geometry shader?) to transform this data into better-looking models and render appropriately.
This doesn’t seem like it should be a difficult thing to do, however ue4 is setup for more traditional operations.
Can someone please point me in the right direction?