Point Cloud Plugin

Hi @Lionhouse_NL

Yes, that’s the one - it will return the first hit point. You can also use the Multi variant, which returns all points intersected by the ray.
And yes, it doesn’t rely on any built colliders. Instead, it uses a few intersection algorithms to identify the hit points.

The returned point’s location will be relative to its containing asset’s center point (typically, the actor’s pivot), so you’ll need to account for any actor / component transformations.

If you still get incorrect results, even when the transforms are accounted for, let me know!

Hi @
Thanks for your support! The lidar point trace still gives me inaccurate result. This inaccuracy might be caused by the big distance (appr 500km) of the points from 0,0,0, but I’m not sure if this is correct. So, as a test, I’ve moved the pointcloud actor to be close to 0,0,0 as possible, but I still get inaccurate results. Even a trace besides the points will return a result (even if there are no points):

In a next test I’ve translated the points close to 0,0,0 in an external application first before importing the pointcloud into Unreal. See the image below. The pivotpoint of the pointcloud is at 0,0,0. The red sphere shows the hit location (and a printscreen text). It still hits somewhere below the actual points:

I’ve no clue what to do now. Can you help me to test my pointcloud? I can send it to you in las/pts format, I can provide the UE project as well if needed.

Hi @Lionhouse_NL ,

Please send me the LAS file and I’ll try to test it as soon as I can :slight_smile:

Hi
I’m learning Unreal and I’m having problems rendering a point cloud fly-through. While the point cloud shows very dense in the viewport, when I render it using movie render queue, the point cloud starts reasonably dense but as the camera moves it starts the density begins to get lower until it sometimes disappears. I’ve tried a few things that I read in here but nothing seems to work. I’ve set density to 100m and I’ve also tried to render at different resolutions. I’ve also tried rendering a sequence with a static camera and I get the same results. I have a RTX 2080 Super and 128 GB of ram. I don’t think its a hardware issue because the point cloud shows nicely in the viewport. THANKS!

Hi!
I’m trying to build the collision of a point cloud using a Python script. I’ve found the build_collision() function in the PythonAPI documentation but I couldn’t make it work yet.
Has anyone done this before?
Thanks!

“The returned point’s location will be relative to its containing asset’s center point (typically, the actor’s pivot), so you’ll need to account for any actor / component transformations.”

This should be in the documentation.

Has anyone gotten the Lidar Point Cloud Line trace to work? Currently it seems to be non-functioning?

Hi @
I have a problem with classification:
1、set classificaiton color from 0 to 4, as this follow image:
Lidar Classification Color Setting

2、assign every point cloud point a random classificationID
Lidar Point Classification

But my classification colors only work from 0 to 2. Can you tell me what is wrong in my setting?

When I open my map with point cloud from UE 4 in UE 5.1, I will get warning in output:

LogClass: Warning: SerializeFromMismatchedTag failed: Type mismatch in OriginalCoordinates of OriginalCoordinates - Previous (StructProperty) Current(StructProperty) for package:  /Game/Map/Main/1_0009_pc

LogClass: Warning: SerializeFromMismatchedTag failed: Type mismatch in LocationOffset of LocationOffset - Previous (StructProperty) Current(StructProperty) for package:  /Game/Map/Main/1_0009_pc

And a position of the point cloud is wrong (different location). Can I solve it somehow?

I solved the errors by reimporting all point clouds + align function. Everything jumped back to correct places.

But there is a problem with world partition.

The GREEN area are all aligned point clouds on the correct places.
The BLUE area are all point clouds on the world partition window (on same place) - wrong, they are really not there, I see them on correct places, this are only their pivot points.
The RED area is currently visible area in world partition.

The problem is that ALL point clouds are displayed when I will enter the red area and ALL are hidden when I leave the red area. Which is wrong. I want to load only point clouds around me, not all when I will go near all their pivot points.

Anyone tried to solve this?

Hello Rotacak!
Can you please share the blueprint on how you aligned the pointcloud to its right coordinates?

Thank you!

I found that the wrongly aligned pointclouds was those that was edited in UE. So I have to reimport original ones and then aligning works ok (I used aligning function directly from the plugin, no external blueprint).

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Thank you yes that worked.

Hello everyone!
When importing a pointcloud (.laz format) everything works.
However when saving the project, closing it and reopening I get the wierd result below.
Anyone knows why?

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Similar here. In editor with UE 5.2 everything is fine but when playing in standalone or packaged, I also have this weird cross. It’s not the point cloud itself because in other applications and UE 5.0.3 for example it displays correctly.

Unfortunately I also haven’t found a solution yet.

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We are trying to open a very large .e57 (713GB). The ReadPoints Callback in LidarPointCloudFileIO_E57.cpp is not being called by the DLL function ReadPoints. So the rusult is an empty pointcloud. Any ideas how to fix or debug that? Thank you.

I’m having the same issue

I’m having the same is issue

That happened to me too. I did default the render settings and it kind of worked again. Even though this does not solve the non visible in deployment problem I deal with too. Is this the initial state?!

Is there a way to save and load a lidar point cloud which has been modified (e.g. some points have been given new color) during runtime?

I’d like to use a SaveGame (Saving and Loading Your Game in Unreal Engine | Unreal Engine 5.2 Documentation) to save and load the state of a point cloud but if I try and save the Lidar Point Cloud Object Reference with the Save Game, information like the new color of points isn’t saved and loaded.

If I save the points as an array that I get from Get Points as Copies (Get Points as Copies | Unreal Engine 5.2 Documentation) and apply them to the point cloud in the scene using Set Data (Set Data | Unreal Engine 5.2 Documentation) it works but for a huge point cloud (in this case 58 million points) this crashes Unreal.

Is there a trick to do this or do I need to find a way to remember which points have been modified and only save those as an array or sth like that?