Not sure if its on my end or what.
Hey guys, just wondering if anyone can help me out a lot with merging 0lentos PR-FleX-4.19.2, Hairworks and https://github/AlienRenders/Unreā¦/tree/4.19-mod (Dual Quaternion mod).
I merged the dual quat mod with flex and have been using it for some time already, but now I want to add Hairworks to the engine and have been stuck for a couple of days. I donāt understand the merging process well enough and Iām probably making a mess of it
I also tried adding the dual quat mod to the 4.19 Gameworks branch (as it already has Flex and Hairworks) but itās not building - canāt understand why as the mod only affects 11 files which as far as I can tell shouldnāt be a problem. Would love it if someone could help out and explain the process in detail (preferably using source tree), Iāll buy you a beerā¦ or five!
edit: OKā¦ Ignore meā¦after about 20 attempts I managed to get the dual quat mod working with 4.19 Gameworks. I had to make sure I merged the Engine.Build.cs from Gameworks and the Dual quat mod properly, and then clean the solution in VS after installing the mod and then do a build. Man that was a fun couple of days Hopefully everything stays working now.
Can you help me integrate WaveWorks and hairWorks to 4.22? Thank you very much!
Anything that affects rendering on 4.22 requires a lot of new custom code due to the renderer change on 4.22. It is not a trivial port at all (Iām not even going to try myself).
It seems like Iāve found a bug in Hairworks. If you use the transform bone node in your anim graph to move the hip bone the Hairworks bounds location is not updated as you change the offset at runtime. It stays in the original location and causes the hair to be culled incorrectly - vanishing hair doesnāt look good! Anyone else encountered ?
Edit: So Iāve done more experimenting and found it does the same for anything that moves the hair at all, including animations. Visualising the bounds shows itās in the correct place but it behaves as if itās still in the location it was to begin with.
If anyone is interested, I have merged NVIDIA Blast into 4.22.2 and fixed conflicts coming from rendering refactoring, https://github/dyanikoglu/UnrealEngine/tree/4.22-Blast
Hey! did you know the Blast already comes with the 4.22.2 build already (Launcher Build) itās in the plugins.
Itās not the same integration at all + built-in Blast only works with Chaos Physics, not with .
But isnt Chaos better than Current API ??
I am Russian. Help me. We make a game with a small team. And I would like to look like voxel illumination. I previously assembled the engine, I now that does not work. You can collect the engine. It must be UE4.21.and then upload to torrent, and I download or somewhere, but so that I download.
Does anyone know how to create softbody with a volume of particles connected by springs not using shapes
- Chaos isnāt released
- Chaos will not be production ready in a LONG time. Iād guess itāll take few years to mature to a point where itās actually usable (Epic can prove me wrong , is just based on their past iteration times of similar level big new systems).
- We have very little idea on what are the true strengths of Chaos Physics beyond the things demonstrated on the destruction demo. Thereās almost zero info on the actual physics simulation qualities and what users doing physics sims can do with it.
You canāt redist UE4 editor binaries in a torrent, itās against the terms
In theory Chaos API should be production ready with UE 4.24 while still in beta/preview in the upcoming 4.23 to test it out and report any bugsā¦ which means by Q4 '19 it should be possible to use Chaos API expecting only minor bugs (or no bugs ā¦ although that is usually almost impossible)
Hello everyone! I am new to forum. Yesterday I installed waveworks into ue4 4.19. And I cant find ANY documentation/tutorials. Nothing. Anybody know where can I find it? P.S. sorry for my
My estimates are educated guesses from using UE4 for past 5 years, it never evolves as fast as you suggest. is a completely new physics engine we are talking about, not some minor change (it took even several engine versions to get 3.4 upgrade stable with Unreal).
I just try to set people to have realistic expectations.
Hey can you tell me how to get wheel hit results from ue4ās wheeled vehicle wheels thru a c++ function library, like maybe a code snippet or something? I want to get surface material and at track and particle to it without additional traces. I mean if you can.
I donāt know if thatās exposed, I also donāt use wheeled vehicles, Iād start by checking the classes if they expose the hits but I doubt they do. You can just do linetraces yourself per wheel etc.
That offroad vehicle demo in the learn tab has the code for it.
I figured there would be a more efficient way, but i guess making line traces should work, I just wanted to use there existing traces. But Thanks guys.