Which version plugin do you use? Do you change the Start time offset at runtime or in editor? I will try to repeat your issue.
Hi thanks for getting back,
weâre using version 5.4,
[Edit- yes at runtime (not in a build) ]
we are looking into controling our projects Physics Sub-Stepping! may help!
also experimenting on closed geometry opposed to planes
thanks again
Sammy
@ilike9527 I have followed the instructions and attached mesh to an alembic sphere. The attached mesh rotates strangely. In the ABC animation, the sphere essentially does not rotate. the attached mesh goes crazy.
Anything I can do to stop this? Is there a setting I am missing?
Hi,
Thank you for making this plugin. I loaded the plugin in UE5.4 but I cannot see the âGeometryCacheDecalâ when I click add. Is there something I am missing?
Oh, I got confused with the plugin. I do see the collision, but my question now is if I can use it with the sequencer for cinematics. I donât see the smoke interacting with the cache at the moment. Even when I turn on Enable Collision and Use Complex as Simple Collision.
Thank you
Do you mean the âGeometryCacheAttachmentâ plugin? Can you send me a simple project for test?
My email is 395402864@qq.com
Do you mean the âGeometryCacheCollisionâ plugin? It works in Sequencer.
First, you should make sure your smoke could interact with static mesh collision, then it will work with the collision generated by my plugin.
Hey I just got this from marketplace but Iâm unable to install it to engine any chance I can send you the reciept and I can get the files I need to install it and get it running?
Hello, it may be a problem of Marketplace, you can try again later, or you can send the receipt to my email (395402864@qq.com), I will send you the latest plugin.
Yeah Ive tried over a few hours but no luck Iâve just sent an email then. Thank you for the timely reply
canât wait to use it itâs exactly what Iâve been needing for my assests
Hi
I cant get your plugin to work with niagara water simulation (Grid3D_FLIP_Pool) from templates. The collision works with GPU raytracing collisions when using simple fountain emmiter but I cant figure out how to make it work your collision component. Any ideas how to achieve that?
Looking forward to the 5.5 update to test this.
Hello, I will update the plugins to support 5.5 soon(in one week).
The fourth one is GeometryCacheToVAT, Covert Alembic GeometryCache to Vertex Animation Textures.
https://www.fab.com/listings/cfe6001e-fee1-47f2-a53e-32260b36b144
Any plan to make it work for Dynamic Remeshing (varying topology) in Unreal Engine 5.5?
Not sure which plugin. If you mean the GeometryCacheToVAT, sorry I can not make it support dynamic mesh.
Hi Iâve just installed your plugin.
I added the plugin following the tutorial, but it doesnât seem to be interacting with the hair properly. I need help. How should I set it up?
Do you use unrealâs groom hair system? Sorry, the groom system only support interacting with skeletal mesh components. The collisions generated by this plugin can not interact with the groom hair.
Good plugin, I have a question, what I want to implement is actually to generate a simple collision or complex collision for the Static Mesh at runtime, my Static Mesh is imported and generated at runtime, so it doesnât come with a collider, so can this plugin help me do this? The example Iâm seeing looks like an under-editor effect, is there a node that generates collision for the Static Mesh at runtime? Thank you and look forward to your reply!
HelloïŒthis plugin only generates collisions for GeometryCache, if you want to generate collisions for runtime imported StaticMesh, it seems that you can use Unrealâs builtin functions, sorry I can not remember the exact Functionname, but you can check this plugin (GitHub - rdeioris/glTFRuntime: Unreal Engine Plugin for loading glTF files at runtime)as an example.