@ - Yay, you’re not dead!
Was this ever resolved? I just switched over from Procedural Mesh Components to RT Components and I have the same problem. Slicing creates new slices as expected, but the original mesh is unchanged…
I also only swapped out the basic ingredients and have run into this issue.
Glad to hear that RMC is still in development!
Looking forward to the 4.17 release.
As for me, i’d love to see more Mesh creation utilities available in blueprint (cylinder, sphere, capsule etc.).
Also it would be super helpful to be able to get the index data for a raycast against a face. My current workaround is a bit hacky (each face (or quad) as its own section).
Hi , I have an issue with runtime mesh component, I have posted a thread in content creation here : Issue with creating a mesh in run time in UE4 using data from .obj and RuntimeMeshComponent - Unreal Engine Forums. Could you take a look ? If you can provide some comments and insight into the issue that would be great.
Hi , excellent work I am currently using your plugin to develop my procedural buildings.
I noticed that generating tangents is very slow. I’m having trouble generating tangents myself in my own proc meshes. Is there a way to trick the material into using the derivative of a given normal to compute the tangent on the shader? Essentially, I want to still have correct looking normal maps without having to run the calculate tangent function.
This is the one remaining thing I want to look into before I push the 4.17 release. I hope to get to this tomorrow/Sunday.
I’ll try to add additional utilities at some point, but I’m more focused on the core features for now. I’m up for submissions for utilities for things like this.
As for being able to get the face index of a raycast… It’s untested but it should be in the github version, as I believe I added the necessary supporting code for that last weekend.
A section per quad is definitely beyond hacky as that’s a draw call per quad.
Yeah, that function is horridly slow. Simply because it’s doing common vertex detection the brute force, and therefor exceedingly slow way. It’s basically a O(n^2) solution so it grows exponentially slower the larger the mesh. I have a new version in RMCv3. I might try to backport it to v2 until v3 is out.
Hey there.
Trying to use the RuntimeMesh with Outliner in Materials - UE Marketplace. This material uses CustomDepth (Render CustomDepth Pass / CustomDepth Stencil Value) to create the outline. It is working with the RuntimeMesh as long as the RuntimeMesh is not fully Occluded (The ProceduralMeshComponent has issues as well, behaves even weirder than RuntimeMesh).
Screenshots out of Editor, not playing.
Blue Outline = StaticMeshComponent
Green Outline = RuntimeMeshComponent
Partially Occluded:
Occluded but RuntimeMesh (Actor) still selected:
Occluded, RuntimeMesh not selected:
Maybe this is related to the issue of Dustums:
You can also check this by using the render options with the editor viewport:
A related thread for ProcedualMesh: Render Custom Procedure Depth Doesn't Work - Rendering - Epic Developer Community Forums
Regards
Added
template<>
struct TStructOpsTypeTraits<FRuntimeMeshComponentPrePhysicsTickFunction> : public TStructOpsTypeTraitsBase2<FRuntimeMeshComponentPrePhysicsTickFunction>
{
enum { WithCopy = false };
};
after
FRuntimeMeshComponentPrePhysicsTickFunction structure.
Managed to build without errors, but dunno, am not a programer.
@ - Did an update get submitted for 4.17 and we waiting on Epic again? 4.18 is about to land (my guess in next couple of weeks) and we don’t have a 4.17 update yet. sigh
Hi, we’re using the RuntimeMeshComponent, and I’m reading that there’s a function for saving and loading it, but we can’t for the lives of us find it. Could someone please point us in the right direction?
haha I feel you bro
im checking this thread every day - hoping RMC 4.17 got released
So I downgraded UE to 4.16, and it still won’t compile. What is latest compatible version?
It works for me in 4.17 (I pull from github)
How? Did you make some fixes?
No, I didnt do anything.
I tested it again. I download the zip from github, replace my old folder with the new one and either build it from Visual Studio or just start the project
You are the lucky one then, I guess.
I’ll just have to wait for stable release, as my builder highlites same old warnings and errors.
Hi! I heard this plugin would make for more efficient mesh creation. I am trying to make a terrain editor where the terrain cells are about 2m x 2m, and each mesh consists of a simple square with 9 verts (1 in center and 1 in middle of each side), and 8 triangles total. My goal is to create large landscapes of over 100x100 sections of this same mesh where each can be modified to create a rough terrain. The issue though is that even 100x100 creates a huge graphical load and my fps in editor drops like crazy. By spawning 10,000 meshes that’s only 90,000 vertices and 80,000 triangles…so why does this hammer my gpu so badly (running a 1080). Any ideas on how to get this running smooth would be great.
Probably because you spawned in 10,000 separate meshes, each one requiring dynamic lighting.
A bit late here, but what BlackRang666 is saying is that your current approach is far to naive: the polycount is not the problem here, the number of meshes is! Just for a starter, do a quick search on what are draw calls and why does they matter more than the number of vertices or triangles.
So to answer your question, a very good start would by to stop spawning 10000 separate objects, but instead manage to group them (for instance by 16*16) and then when the user edit one, either update the whole group or create a new separate object for the one edited (there is plenty of more seriously explained algorithms about this out there). This is also why Minecraft is not as simple to do well as it seems at the first look.
10,000 meshes is a lot. I’d definitely take a look at the implementation and maybe even look into finding a technique to use them in instanced mesh components.