hehe no, i meant for some of these might be added/merged etc into the wiki for folks that might miss this thread
as far as adding functionality, i agree, we have the source, however it’d be nice to know who’s working on what and how we want to implement it, if it is indeed up to us.
and i wasn’t trying to take potshots at the tutorial you made, i was simply thinking what i, and other nubs to the engine, are probably asking
•Short discussion on the rendering pipeline and how, when and where it fits into the main rendering pipeline. Preferrably with a simple visio type flowchart
•Your plugin does not exactly fit into the rendering pipeline. It is a module, and is treated like all other modules in the game. You can extend or modify the rendering pipeline using a plugin, but you would be sticking yourself into the pipeline at a determined spot.
exactly. do i get a render callback so that i can handle LOD calcs? is this something i need to add or is it already in the works? if so, who do i ask? the UE devs?
i’m not afraid of digging into the source, just trying to get some info/background on it first is all.
the points above are simply things that need to be fleshed out a bit more, was all i was trying to point out. here’s another: once i’m done with a plugin, depending on the type, where does it show up in the editor? that kind of thing. right now, when i try to use the custom mesh component, i can’t add it to a BP, why not?
i wasn’t asking for you to answer each one as a shopping list. for example, the market place. sure we can sell things. any idea how? or licensing? or the plan for such things? there are bits of info all over the forums etc, some are conjecture some aren’t but As you have a wiki going i simply wanted to suggest a few things. even if we don’t know right now, we can use them as a place holder possibly.