I have added some nice performance optimization and brushes support for the marketplace version, cannot wait for people to check it out !
The marketplace version is slighty more up to date than the github version for now.
Hello!
I am VERY NEW to Unreal Editor. I tried to use this plugin in 4.27 on Linux (Ubuntu Studio 20.04) and it tells me I need to āuse my IDEā to build it.
My IDE is a terminal and āmakeā.
I get these errors:
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(588) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(591) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(593) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
Thank you very much in advance for any help!
Donāt worry thereās IDE for linux/ubuntu as well. You need to find those lines and replace :
UFUNCTION(BlueprintCallable)
by
UFUNCTION(BlueprintCallable, Category = āWorldDataā)
Thereās a marketplace version of the plugin, more advanced at this point coming to the marketplace.
OK, that helps a bit, but now things will not linkā¦ I get 14 errors, hereās one of them:
Performing 4 actions (16 in parallel)
[1/4] Compile Module.ProceduralLandscape.cpp
[2/4] Compile Module.ProceduralLandscape.gen.cpp
In file included from /home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/ProceduralLandscape/Module.ProceduralLandscape.cpp:2:
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Private/Actor/GeometryClipMapWorld.cpp:297:48: error: '&&' within '||' [-Werror,-Wlogical-op-parentheses]
if(!Source_ || Source_!=DataSource || Source_ && Source_->GetMeshNum()==0 || Source_ && !Source_->EnableCaching)
~~ ~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~
Linux users canāt use the Marketplace, there is no Launcher.
Wait, thatās paranthese, just add paranthese in between OR logical statement:
if(!Source_ || Source_!=DataSource || Source_ && (Source_->GetMeshNum()==0 || !Source_->EnableCaching))
OK, now I only get 13 errors instead of 14, and the line you quoted with the parentheses is missing at least one || thatās in the line Iām seeingā¦
But no worries, youāve pointed me in the right direction and when I get back to it later this evening / tomorrow, Iāll have an update for you.
Thank you so much for the help, and I hope to have good news for you soon!
4.27 plugin version is now available on store:
I was able to build it just today (life got in the way yesterday and slowed me down a lot).
Now my total newness to UnrealEditor has me clueless about how to āput one in my projectā?
I see the plugin is active in my plugins menu. Iāve got a simple 3rd person default project open, but not seeing yet āwhat to doāā¦
Thanks again!
if the plugin is enabled, look into your content browser settings, and check that you can see āengine contentā and āplugin contentā, look for the āshader world contentā folder, and open the map āMap_Referenceā
Thank you!
Iāve got the Map_Reference open and it looks GORGEOUS!
4.26 and 4.27 version are now both available on marketplace in their most up to date version.
Theyāre also available alongside 5.0EA on github
Bonjour Maxime. I tried out the latest UE 4.26 on GitHub Still the collision mesh stepping issue on my iPad mini 5, but I notice when I turn on caching the landscape also becomes stepped. Thought this might be a clue
Yes i havenāt spent time on this issue just yet, was focusing on bringing 4.26/4.27/5.0EA on feature parity and make them all available.
Clearly i wanna solve this issue youāre facing but i might need your help as i canāt test it myself, unless the same thing happen on my smartphone, need to checkā¦ !
I have a good idea of the root of the issue tho.
Iāll make a test project with a couple of maps with solution ideas i have, if could test those maps and tell me the one working or not it would greatly help me figuring it out.
I am very happy to help.
I was not expecting it to be fixed yet but thought the caching similarity might be helpful to know. I can private message you on Twitter if that is a better communication channel than filling up this thread ?
Sure letās do this.
Hi Maxime Just saw you set up a discord channel - that would be easier for me than Twitter so will talk to you there