Voxel Plugin

@Pine722

  1. Yes, but there’s a kinda game breaking issue with collisions: 4.21 collisions are still broken (#190) · Issues · Phyronnaz / VoxelPluginIssues · GitLab
    Unsure yet whether it’s only on my end or if it’s related to some UE issue.
  2. Yep, I just need to sort some administrative issues first. I’d actually disagree on the update advantage, for now I’m using a private gitlab repo to distribute updates which seems to work quite well and is way easier than pushing updates to the marketplace. Users get notified by a bot on discord. I guess this works better for now as I often have several updates per week.
  3. Custom physics stuff for supporting big worlds isn’t included. What’s provided is an infinite voxel landscape with LODs and edits sync. It also supports world rebasing.
  4. That’s also outside the scope of the plugin.
  5. Navmeshes are currently a bit slow due to LOD updates (Bad performance with navmeshes (#4) · Issues · Phyronnaz / VoxelPluginIssues · GitLab). No custom navmesh solution to support spherical world is provided.
  6. Yes, no C++ knowledge required
  7. The graph system is windows only. However as you can compile the graphs to C++ it shouldn’t be an issue if you dev on windows.
  8. Yes
  9. Discord is really good for support, and pretty standard for marketplace plugins. What else would you suggest?