S. Krezel - Dynamic Tree & Plant Generator

[QUOTE=Slavq;606971]
I’ve tried that at the beginning, but it’s not possible to spawn actors via construction script + it would need to run a lot of logic to immediately generate billboards, etc… And without billboards, a lot of trees would lag the editor, since they’re not a regular static meshes. That’s why there’s a workaround with ‘Tree’ & plant pillars to visualize where they’ll spawn.
However, with the new 4.13 scene capture component mechanics it might be possible to implement in a different way, allowing for in-editor forest generation (probably using Child Actor Components and generating billboards in-editor), but I’m not sure yet if this will work. I’ll keep that in mind.
[/QUOTE]

Alright, thanks for the answer. :slight_smile:

Hi there, this is absolutely great stuff, but I have a quick question regarding collisions - if I fire projectiles, namely the balls from the default FP template gun, at any of the generated trees, they collide with a collision hull significantly wider than the tree. Ingame, I can walk right up to the tree, and the collision bounds would be where one expects, but as soon as I fire a projectile within the wider bounds, it is immediately despawned. Any idea how to reset those collision bounds to be consistent?

[QUOTE=Beaucephal;608018]
Hi there, this is absolutely great stuff, but I have a quick question regarding collisions - if I fire projectiles, namely the balls from the default FP template gun, at any of the generated trees, they collide with a collision hull significantly wider than the tree. Ingame, I can walk right up to the tree, and the collision bounds would be where one expects, but as soon as I fire a projectile within the wider bounds, it is immediately despawned. Any idea how to reset those collision bounds to be consistent?
[/QUOTE]

Hi, thank you!
I’ve just fixed this - if you want to make the change on your own before the next hotfix will be online: In the InternalLogic\Tree BP go to ‘ClickDetector’ component and under Collision Presets section check the box near ‘Projectile’ to Ignore.

Hey, thanks so much for the incredibly quick response! Will try that when I get back from work and report back.

Cheers!

How do the trees look when viewing them in VR?

[QUOTE=SaviorNT;608255]
How do the trees look when viewing them in VR?
[/QUOTE]

I don’t have any VR device, so unfortunately I can’t check it.

Can a user import an existing mesh into the Dynamic Tree system?

[QUOTE=;610586]
Can a user import an existing mesh into the Dynamic Tree system?
[/QUOTE]

The generator uses modular mesh sections (you can see the default ones in the last marketplace screenshot, by default it’s a regular one, one with a bulge and one with a hollow) - and user can import custom meshes like these to use with the generator.
Also, you can import your own leaf plane meshes, along with custom textures.

[QUOTE=Slavq;610695]
The generator uses modular mesh sections (you can see the default ones in the last marketplace screenshot, by default it’s a regular one, one with a bulge and one with a hollow) - and user can import custom meshes like these to use with the generator.
Also, you can import your own leaf plane meshes, along with custom textures.
[/QUOTE]

Sold then! I’m not sure it will do exactly what I want, but at $50 it’s worth a look-at.

Hope there is no problem with 4.14. I still haven’t bought it because I just can’t get 4.13,.1,or .2 to work. It works fine until I activate landscape for painting, save the project, launch, then nothing but crashes. I mean, can they not fix these things without it being a new engine version? Because of this, I haven’t been able to do anything in UE4 let alone buy any assets for it. Sadly for me, you jacked the price up a bit but I can definitely see why.

[QUOTE=NightroGames;621982]
Hope there is no problem with 4.14. I still haven’t bought it because I just can’t get 4.13,.1,or .2 to work. It works fine until I activate landscape for painting, save the project, launch, then nothing but crashes. I mean, can they not fix these things without it being a new engine version? Because of this, I haven’t been able to do anything in UE4 let alone buy any assets for it. Sadly for me, you jacked the price up a bit but I can definitely see why.
[/QUOTE]

I suggest checking your issue at https://issues.unrealengine.com/ (if it’s reported) or contacting someone from Epic - it’s not really related to my product (Marketplace creators like me are not from Epic) and I don’t know about this landscape issue.
As far as I know - yes, they can fix bugs within the same UE version, e.g. bug 1 is fixed in 4.13.1, bug 2 is fixed somewhere in 4.13.2, and so on… If you haven’t reported it yet, you can do this on AnswerHub, in Bug Reports section. Cheers!

I never put any blame on your product. I’m just saying that I have not bought it yet because I have issues with 4.13 so I feel no need to buy any assets for the time being. I mention 4.14 compatibility because as stated by you, this product could not be updated for 4.12. Thanks though. I am now aware of my issue with 4.13 and it’s something that won’t be fully fixed until 4.14.

4.14 update is already available. This time without tool-breaking problems :slight_smile: The only change that you might notice is lack of AA Method option in PostProcess volume - from 4.14, if you want to change it to FXAA to avoid blurry trees, you can do it via Project Settings -> Rendering.

Hi Slavq.
The ‘ClickDetector’ collision is not that accurate for my taste even after scaling it down, do you think there is a way to make more accurate collision for the static meshes and still make it dynamic?

btw I’m really amazed by your work, it’s a very detailed and easy-to-use generator.
I’m very happy that I purchased it.

[QUOTE=blackdude;626969]
Hi Slavq.
The ‘ClickDetector’ collision is not that accurate for my taste even after scaling it down, do you think there is a way to make more accurate collision for the static meshes and still make it dynamic?

btw I’m really amazed by your work, it’s a very detailed and easy-to-use generator.
I’m very happy that I purchased it.
[/QUOTE]

Hi, I’m very happy that you liked it! :slight_smile:
The ClickDetector is only an approximate collision for detecting clicks near trees - it’s a part of a larger workaround to detect clicks on GPU-displaced trees. By default it should encapsulate a whole main trunk to detect clicks for the chopping mechanic - what kind of problem do you have with it?
Thanks!

[QUOTE=Slavq;627095]
Hi, I’m very happy that you liked it! :slight_smile:
The ClickDetector is only an approximate collision for detecting clicks near trees - it’s a part of a larger workaround to detect clicks on GPU-displaced trees. By default it should encapsulate a whole main trunk to detect clicks for the chopping mechanic - what kind of problem do you have with it?
Thanks!
[/QUOTE]

****, I thought the ClickDetector was also the collision for the tree.
I Just found the right collision and everything is great, sorry for the mass.

Hey, I got a quick question about the wind shader for the leaves.

I really like the overall functionality of your generator, but the wavy wobbly motion of the leaves is a bit of a turn-off for me. Do you have any recommendations on how to tweak the shader to get something similar to the SpeedTree leaf moment? A combination of both solutions would probably look quite nice!

To illustrate what I mean:

XPrsPn8VS6XqU

XPrsPn8VS6XqU
-----------------------Speed Tree------------------------VS--------------------UE4 Wind Shader------------------

[QUOTE=Efrye;635543]
Hey, I got a quick question about the wind shader for the leaves.

I really like the overall functionality of your generator, but the wavy wobbly motion of the leaves is a bit of a turn-off for me. Do you have any recommendations on how to tweak the shader to get something similar to the SpeedTree leaf moment? A combination of both solutions would probably look quite nice!
[/QUOTE]

Yes, for micro movement it uses the default UE simple wind shader. You can replace it with your own in the main materials or adjust its parameters. So e.g. if you have this speedTree effect (it’s probably a material function) then you should be able to place it in main materials instead of the default one. The micro movement node can be found within the ‘Branch leaf wind’ comment box in materials inside the Materials\Branches folder. You can try to e.g. decrease its intensity (WindIntensity or WindWeight parameters) - it still will move thanks to the additional leafBranch animation that can be found right next to the first one.

[QUOTE=Slavq;635555]
Yes, for micro movement it uses the default UE simple wind shader. You can replace it with your own in the main materials or adjust its parameters. So e.g. if you have this speedTree effect (it’s probably a material function) then you should be able to place it in main materials instead of the default one. The micro movement node can be found within the ‘Branch leaf wind’ comment box in materials inside the Materials\Branches folder. You can try to e.g. decrease its intensity (WindIntensity or WindWeight parameters) - it still will move thanks to the additional leafBranch animation that can be found right next to the first one.
[/QUOTE]

I’ll give that a shot, thank you for the fast reply!

How would I go about adding my own trees into the forest maker?