also would like more info on this
It’s in 4.20 at least in early stages. You can enable the mesh editor using the command “MeshEditor.Enable”, but I wouldn’t recommend using this in an actual project yet.
There’s also a bunch of new blueprint nodes under “Editable Mesh” which is also related. I have no idea how to use them assuming they even work yet.
https://i.imgur.com/ueDRGKK.png
Thanks for this tip! Was curious to test: import a quad object - start tool - quadrantalize - increase subd level. Sometimes it works nice, sometimes it totally makes a mess of the materials / material channels. Creasing seems to work.
Tried making a BP so by hitting a key you could increase the subd level but it didn’t work. Didn’t find a way to convert a static mesh to the right type of object.
Hoping this will be enabled, and documented, in a new UE version soon!
I’ve figured out how to use it in BP. I’ve set up a Call in Editor function to update the subdivision count based on a public variable. There’s a few different options for “Mesh Modification Type” in the “Start Modification” node which I’m not too sure what the difference is, but I just left it at the default. I also haven’t tested if this works at run-time or if it’s only meant for in-editor stuff.
https://cdn.discordapp.com/attachments/221796616653373441/498613845812838410/unknown.png
@ConverseFox Interesting! I’m running into bugsplat after bugsplat though. Not sure what I’m doing different compared to your setup…
edit: also tested with function instead of event (both CallInEditor)
Change “No Topology Change” in the “Start Modification” node
@ConverseFox A big ‘duh’ moment - now it works
Edit: Had a moment to test a bit. Works quite nicely. Even creasing. Many bugsplats though…
I get the impression its meant to be an editor function (first). Adding subd levels to an object changes the object in the asset browser as well. Updating from a BP crashes the game. Hoping it can be used ingame as well - sort of a lod function - maybe great for archviz. Very curious to see whats coming form Epic…
Edit2: its in the fbx import options so seems not for runtime changes (at first): https://docs.unrealengine.com/en-us/Engine/Content/FBX/ImportOptions
Read the post for the 4.21 preview - nothing on OpenSubDiv in there. You also still need to enable it by console. No news for OpenSubDiv in 4.21?
Was there ever any update on this? I can’t seem to find anything regarding Open SubDiv in 4.21 either. USD support is there but USD assets that I believe *should *be subdivided aren’t showing up as such in the viewport…
Looking around on github I see some things here and there related to mesh description and stuff, but I’m not sure if any of it is related to the open-subdiv stuff. It’s hard to keep track since they seem to have abandoned the dev-geometry branch before secretly adding it to 4.20.
I’m really looking forward to this stuff, so hopefully they start talking about it soon.
I hope so too
Anyone noticed/tested any changes in 4.22 regarding OpenSubDiv?
Bump bump bump
During one of the GDC talks about Chaos they show fracturing to geometry collections is actually done using the Mesh Editor modes tab, so we might see some more info about this soon.
Source: At 7 minutes 58 seconds
I really hope so
Happy 4.23 release! Unfortunately there isn’t a single mention of Open SubDiv so that’s a downer for me. But I’m guessing it’s right around the corner, since it’s been high in the priority list in the UE roadmap (the one they never update). Maybe an as experimental feature in 4.24?
They said in the 4.23 release notes:
I guess it wasn’t good enough to continue developing, so they’ve started over with a new plugin called “Geometry Processing”