NeoFur - Fur, Fibers, Fuzzy Surfaces and more!

@cman2k - I have the Indie license. I can’t think of any details that would help reproduce the problem.

I plan to run a test by completely reinstalling the plugin. I’ll delete all neofur assets and materials I’ve created and then remove the plugin. I’ll then make sure the editor’s fine and then I’ll put the plugin back in to test. I can record it while I do it, if that helps.

I’m not concerned about lost work as I just picked this plugin up and I haven’t done anything but tests at this point. I just want it to work again.

I’ll also try a brand new project in 4.12 but I can already guess that works fine.

EDIT: I tried to reinstall the plugin and I had no luck at all. It still didn’t show up. I am, however, resolved.

I deleted the entire 4.12 project and created a brand new copy of it from the 4.11 version just like I did in the beginning. I can’t seem to break it yet.

I DO have two visual bugs I’d like to address.

The first is that when applied to a skeletal mesh, when the camera enters in the visible radius, it always draws in T-Pose for a single frame.
-I think the pose need to update before it unhides. To test I just move the camera back and forth in and out of the draw radius so it pops in and out and you can clearly see it pretty much every time. This is on a pretty low res growth mesh of about 900 tris.

The second is when using it on a large object with a very far away origin, the entire thing flickers on and off randomly. It stops doing that if you have it selected.
-Hard to explain this test. My house is 15x larger than a normal scaled building using centimeters in UE4 because my characters are adorable little turds. All of the rooms are split into separate meshes but for ease of application, I left all pivots at world 0. That way I just built the whole house at one time.

   So what I have is about a 70 polygon mesh making up the floor of a very large room that's on the 2nd floor of a very large house with the pivot about 5000 units below it. However, setting the camera draw distance, lod distance...etc to very high values so that it's definitely NOT those settings doesn't fix it. It's a fast flicker and I don't have to move the camera for it to stop doing it for a little while and then pick up again. It never does it up close but from about 200 units away from any vertex it will start.

Oh, and lastly, I might of done things differently this time to get it to work. I’m not sure.

When I convert the project to 4.12, well it doesn’t automatically convert the plugins folder contents or anything. That stays 4.11 and the engine tries to open the project automatically without choice so I don’t get a chance to intervene and swap the plugin files with the 4.12 version. It asked if I wanted to disable the plugin and I can’t remember what I picked last time, but this time I task managed that part and swapped the plugin out and reloaded it without issue. It doesn’t seem like how you would want us to do things though.

and FINALLY!!! I don’t know what this is related to but I’d like to kiss it in the face hole. My project went from an average of 50fps to topped out at 120Fps in the exact same scenes almost entirely across the board. On my persistent level with 12 other maps loaded together I now get about 90 solid FPS in 4.12 vs 30FPS in 4.11 and also 30FPS in the busted 4.12 I had this problem with. This isn’t, however, related to neofur as it was that low before I picked it up. I’m constantly getting comments about performance and I keep insisting that’s just bad level optimization and nothing to do with neofur. Now I have proof, it’s solid FPS with the fur blazing. Something else unhinged itself somewhere along the line and I don’t know how understand it. Maybe when I killed the process on the first open it didn’t do something it wasn’t ever supposed to? I have a caveman’s level of intuition about this and I’ve already hammered the side of my case.