Solid sphere in unreal engine?

Is there any way to insert a solid sphere in unrela engine. The dafault one is a hollow one and i am looking for a solid one ?

is there any option available ?

No such thing as a solid sphere. It’s all fake and made from triangles. :smiley: You can paint on the inside of the sphere by having a dual sided material.

It’s all fake and made from triangles.

Point cloud? Ray march? But that’s not what you’re after, surely.

Can you please check this post…https://forums.unrealengine.com/t/how-can-i-make-a-semi-sphere-like-display-check-image-for-reference/667868/26

I dont really need a solid sphere but some method to visualise it. I thought like cutting/masking a solid sphere with a material gives what I need :grinning:

The only thing that comes to mind is procedural mesh. Probably can be done in shader but that kind of magic is beyond me :expressionless:

Yea but is it possible for the curved surface like sphere ? i see procedural mesh with triangles only…

All geometry is made of triangles. That’s the whole point. If you have enough triangles and shade them nicely, you get away with something that looks like a solid surface.

yea but in this case, there will be infinte no.of points with regards to sphere…

No. That’s not how graphic works. A sphere is a bunch of triangles:

Infinite point cloud is not here yet, check next century perhaps. :wink:

3 Likes

Yes, for creating a procedural mesh i have to input the points and it will be difficult to get the points for the triangles from my set up ?

Yes, working with procedural mesh is not easy. Start with a single triangle.

but the issue here is that the edges are curvy, not straight…

So is the sphere and it’s made out of triangles. You’d need many triangles.

1 Like

but in my case the semi-sphere changes with respect to the angle and I really can’t able to find out the end points of the sphere since i am masking the sphere based on the angle only.

@Everynone Is there any way to get the end point of the sphere ?

If you’re working with a component, you can get its radius:

image

But to get an actual vector, you need direction, too.

Does splines work to trace the curved sides of the sphere ?

You could setup a spline to follow a curvature of a sphere. Not sure how that would help, though. What are we doing with that data next? If you are planning on having a surface, you still need triangles.

(Sphere) surface normal * radius is the plane tangent, afaik. May be wrong. :eyes:

Got this with fixed values. Looks somewhat spherical. If these are arbitrary points on a sphere, you’d need to get the dot product involved, I think.


I used to do some orbital mechanics but it’s fading at this point, replaced with other things - not all useful. Time for a refresh perhaps.

2 Likes

May be after some thought i am thinking to construct a rectangle with the four points of the sphere like below (becoz of the complexity to cover the edges of the sphere):-

I set up the procedural mesh but it is not displaying. Is it due to that I attached in the construction script as a last link or due to something else ?

why the lines are not showing ?

What lines?

If you can’t see the triangle, it’s either at the location you do not expect, or you’re looking at it from a direction where a single sided material has no chance to show up.

A triangle is this:

Since it’s attached to the actor, those values are local.

For a display like yours, you will want a two-sided, unlit, transparent material.

Next step, write a small function that creates a quad. Next, see if you can connect some quads, next look up how to create a more complex surface, next I’d look into how to make a cone.

Admittedly, this is not something you do over breakfast break.


Honestly, I wouldn’t know how to create a shape you need from the top of my head. Would be chuffed if I got it after a day of trying. ;p

Yes i am able to plot the triangle. I think i had still issues with the location. It is perfect from the blueprint viewport but in the editor blueprint it comes behind the car. Does the triangle should be stick to the blueprint even in the editor ?