Not regarding iOS just yet. I have been/am busy with other tasks currently and the iOS testing has been pushed slightly. I’m hoping to get something running next month though. Please check in again around mid next month. I should have an update for you.
There is an update coming to the plugin soon, addresses some bugs and improves performance of the RHI/Render thread by 20% as well as collision performance by 5-10%.
Have not revamped the collision resolution code just yet. This is not a simple fix and I want to do it properly to not break/affect anything else adversely.
But as we previously discussed, as a temporary workaround you can anchor a couple of the outer particles in-place to stabilize things.
@ We are using UE4.16 and your plugin version 1.2. We are having some difficulties trying to fix a crash triggered by the plugin.
We have one level where we use 4 large panels with about 15-20 cables connected between each and the crash happens only on some pcs upon entering or leaving the level.
Would love to hear some tips or explanation as to what might go wrong. Thanks!
Hi Rashura, I can indeed help you with this crash. The PCs that do crash, what CPUs do they have? This usually happens when they do not have support for SSE4 instructions. I use a couple SSE4 instructions, most notably the _mm_dp one.
Do you build VICODynamics from source? If so, I have a define which falls back on a bit slower instructions and only uses SSE3 set for better compatibility with older CPUs.
I can also build you a custom version of the 1.2 binaries for a drop-in replacement.
The pc’s that crashed had the following CPU’s:
AMD Athlon™ II X4 620 Processor (4 CPUs), ~2.6GHz
AMD Phenom™ II X6 1055T Processor (6 CPUs), ~2.8GHz
AMD Phenom II BlackEdidion
Checking out the AMD processors documentation I found the following: AMD Processors that do not support SSE4.1 or higher
“Sempron” family
“Athlon II” family
“Phenom II” family
“Athlon” family
“Phenom” family
I think having some custom edited 1.2 binaries would be amazing!! Much thanks in advance!
Been a little while since the last big update, but a couple big features are coming: Android and iOS support is very close now. Android is up and running with iOS to be tested next. And volume-preserving soft-bodies are getting nearer as well!
There will also be a few minor features as well, will be detailing everything soon.
In case you missed it, the last couple of updates had a few big performance improvements along with a couple community submitted bug fixes. Big thank you to those who submitted Pull Requests!
@jojo8026: I know you will be asking about the sliding issue and although it’s not planned for that update, I will try to get it in there or right after
Did you see this part? @jojo8026: I know you will be asking about the sliding issue and although it’s not planned for that update, I will try to get it in there or right after
Hey ! I love your plugin so far; just bought yesterday… But I was wondering, do we have a LoD system for VDMeshCloth yet? If so, would you mind explaining how to use it?
Thank you for your purchase, first off. Great to hear you are enjoying it.
Regarding LoD, I’ve not added LoD which scales the particle count with distance. This is not a trivial task unfortunately. I did, however, add the ability to only simulate physics on bodies that are on-screen. To enable this, toggle the ‘SimulateOnlyWhenRendered’ property on the components you wish to use this on. Would this fit your use-case?
Any way of getting the GitHub source code for this plugin? I’ve tried emailing to all the addresses listed but they all get kicked back to me. I need the source in order to get it implemented in my unreal pipeline. Cheers!
If you purchased the plugin and installed it via launcher, you have all the source code in the plugins section of your Unreal Engine installation folder for the release you installed.
i just bought your great plugin and love it.
One question, i´ll try to add a rope inside a fast moving vehicle and the rope keeps (of course) freaking out and streches alot on the top of the rope.
Can i somehow isolate the rope from the driving force =) ?
Edit: i got it a bit better now, but the stretching on the top of the rope is my main problem and destroys the show for me as it looks super strange.
Right now it´s just a rope, nothing attached to the end.
Thank you for your purchase, first off! Happy to hear you are enjoying it.
That is an interesting issue, could you reproduce the results in a fresh project and send it over to me? I can use it as a test for getting this fixed. You can email it to ujen@.com
Hi again, today i tried to pack my game and got this error: "Module.VICODynamicsPlugin.cpp.obj : error LNK2001: Nicht aufgeloestes externes Symbol “_libm_sse2_sincosf”.
I´m not able to pack it !
Happy to say this has been sorted out by copying the plugin to the projects Plugins folder and compiling it there. Though I’m still puzzled as to why that error occurred. I’ve not been able to replicate the issue locally/ I reached out to Epic, perhaps they could shine a light on this. Seems like an isolated bug at this point.