Instancing of runtime generated meshes now possible?
I found a new ProceduralMeshConversion.cpp in the UE 4.24 source, building a FMeshDescription from the UProceduralMeshComponent in the „BuildMeshDescription“ method.
So I guess now I could read synthetic environment data (e.g. 3DTiles) during runtime, build a procedural mesh out of the glTF mesh data and then convert the UProceduralMeshComponent to a MeshDescription, build a static mesh from that and then use this as the base for a lot of instanced static meshes?
If that’s the case can someone give me an idea how to create an UStaticMesh from the MeshDescription struct (that I get from the conversion from ProceduralMeshComponent)? I read into the code a bit but the mesh code without any prior knowledge on how it is handled in UE is not easy. I have the feeling that I’m missing something and that it should be simple to create a UStaticMesh from the MeshDescription.
I have no inside knowledge but the way this has been going lately is they’ll go through some number of preview builds, usually 1 per week, and somewhere around preview 8 is the likely release build. So that might suggest that 4.24.0 would be released sometime in January, maybe late Jan or early Feb depending on how much the holidays slow things down.
[USER=“4894”] Hobson[/USER] I can import static hair no problem but I wonder if the documentation will include how to make it dynamic via Niagara? I’m also curious whether it’ll be possible in the future to drive the hair color by an underlying mesh or a map and not just one solid color? Thx!
Add a Niagara Particle System Component as a child of your Groom Asset
If it’s in the world, do this through the level details panel and select “add component”
If it’s in a BP, do this through the components window and make it a child of the Groom component
Select the Niagara Particle System Component and next to the Niagara asset assignment box, you’ll want to select the Niagara Emitter called **GroomAssetSystem. **
If you don’t see it in the list, be sure that you’ve enable the view options to show Engine Content and Plugin Content and that you’ve enabled the Plugins for Niagara and Niagara Content as well as both Groom plugins.
This particular Niagara emitter comes with a bunch of properties that you can adjust to change how your hair behaves. Docs will be published with more details about all of this when 4.24 is released.
Are there any examples or information on how to edit the landscape at runtime instead of the editor? Everthing I’ve seen so far only shows the tools being used in the editor, but this:
implies that the landscape can be edited at runtime. Is this true? What steps are needed to make this work?
Thanks, I’ve watched that video, but all of the landscape tools appear to be editor only. I haven’t been able to get the landscape blueprint brushes to make any changes to the landscape at runtime. They just seem to be baked in to the layers when the game is played. At this point, I just would like to know if it is even possible.
People have been asking for a way to edit the landscape at runtime for a long time, and I thought we finally were given the ability to do so (without heavy source modifications), but it looks like this is just more editor tools, which is really dissappointing. Unless I’m missing something?
Runtime editing of landscapes is **not **supported with these new features, as the note mentioned, they are Editor-only.
The wording could have been clearer on the note that was posted with the preview, however, keep in mind that a lot of the notes there are still in an early draft phase and are subject to many revisions on the path to release. Apologies for the confusion and we’ll strive to be more clear with future releases.
I have a question about: Modeling Mode Sculpting Tools (Experimental). Sculpting Tools are a subset of the Modeling Tools Editor Mode. We know that this kind of tool is of particular interest to artists, so we wanted to give you some details! The feature is a simplified version of 3D sculpting found in DCC tools like Mudbox or ZBrush. The basic concept is the same: you click and drag on your mesh to push the vertices around…"
Will we be able to create a character and apply a skeleton to it within the viewport? Or perhaps , export the sculpture then re-import or save it as a skeletal mesh? That would be EPIC!
And this here!? “As an ongoing initiative, integrated PixelStreaming with UE4 Media Framework. This allows basic Pixel Streaming playback inside UE4.” Just awesome!
Any word on if we’ll see fixed raytraced shadows (as in without using the console command to turn off temporal accumulation) cos atm they’re horribly broken when something moves in the shadow…
For whatever reason, when i got the option to install Version 4.24, I lost the ability to use Version 4.23. Does anyone have a solution that could work?
I don’t know why it’s not showing up in the launcher, but you should still be able to find your 4.23 installation, go to the Engine/Binaries/Win64 folder and run UE4Editor.exe.