That’s all awesome info, I’ll likely be picking this up on payday. See you on Discord! Thanks!
What vr plugin are you using with this plugin? You’ve stated that it’s vr ready, but what are you actually using to test it?
I’m having some issues integrating with the VR Expansion Plugin (VR Expansion Plugin - XR Development - Epic Developer Community Forums). I’m using your Texture Array fork of UE 4.19 along with the latest VR Expansion Plugin (https://bitbucket.org/mordentral/vrexpansionplugin) and the latest example vr template (https://bitbucket.org/mordentral/vrexppluginexample). The template has a Content\VRExpansion\Vive\Vive_PawnCharacter.uasset that I attempted to attach a VoxelInvoker to, but UE crashed as soon as I compiled that asset. I’m not really sure what that is all about, but the VoxelInvoker works just fine for the template’s Content\VRExpansion\Vive\FPS_VivePawnCharacter.uasset.
I’ve always had this issue integrating these two plugins. I’ve been fiddling with your voxel plugin since before you announced a released version and I was running into this same issue back then. I was hoping that upgrading my dependencies would magically fix things, but that wasn’t the case. For the record, this issue existed for the vanilla UE 4.18 + Voxel plugin + Vr Expansion Plugin and with the Texture Array fork of UE 4.19 + Voxel Plugin + Vr Expansion Plugin. The issue has only ever happened when the VoxelInvoker is added to the Vive_PawnCharacter.uasset.
Hey, great to see this thing getting released!
I have one large issue, and a smaller one:
- My character is falling through the floor at times because chunks unload before the higher density one is loaded. I’d much rather have temporary overlapping chunks than a hole. Would it be possible to add this a feature in a future release?
A workaround for me is to increase the “Chunks Fade Duration”, but I don’t like it because:
a) if I set it to a high value then visual artifacts may appear since the chunk will stay loaded for to long.
b) if the cpu will be under load this still doesn’t guarantee that chunk will be loaded a time, so a hole may still appear and the player will fall through, which is unnacceptable.
So a checkbox like “Don’t remove chunk until fully loaded” would be ideal becausae:
a) it would prevent character/physics objects falling through the floor
b) it would reduce visual artifacts of overlapping chunks since the visual artifact would happen only when the chunk would fail to load in time (which is an acceptable trade of if it prevent falling through the floor).
- The smaller issue: I cloned the texture array free version accidentaly which gave me compiler errors because I don’t have the texture array version: perhaps add a note to the “Installation” tutorial about which branch to use so that people won’t think it’s an issue with the plugin?
That’s already how it works: I wait for the new chunks to be loaded before deleting the old one. Moreover, I generate additional collisions chunks around the character, so it’s nearly impossible for it to fall through.
I really don’t understand why you are getting this issue. Even with Chunk Fade Duration = 0 and a slow world generator, I only have 1 frame long holes which are due to rendering latency.
Fixed! https://voxel-plugin.readthedocs.io/en/latest/installation.html
Just wanted to give a heads up. That issue that I found with the Voxel Plugin + Vr Expansion Plugin turned out to be an oversight on my part. It turns out that multiple VoxelInvoker components will crash UE if they are placed on the same actor. I’ve got no issues anymore.
what about using world composition with this ? and hloding for the tiles?
I am trying out the free version of the plugin. My character is great but I have an issue (and I wanted to see if it was related to the free version).
Static meshes are falling through the floor. Is placing static meshes only with the paid version or am I missing something somewhere?
@Smiljan77 HLODs don’t make much sense for this, as the voxel terrain has its own optimized on-the-fly LOD system. I haven’t tried World Composition with it, but it might work fine.
@brian.boettger Collisions are a bit complex with the plugin. See https://voxel-plugin.readthedocs.io/en/latest/collisions.html for more details.
Basically you need to increase the Max Collisions LOD property of the Voxel World.
If you are using world composition you need to be able to create hlods to turn it into a mesh , if you load tons of tile fo each 1k even with normal lod thats not good , i willl recommend you to test that to see if it creates hlods and textures ect , is a huge difference with world composition.
What is the difference between this and the other voxel plugin named voxel plugin in the marketplace, why the same name confusing?
Hi would the world generator be able to make big finite floating chunk? Say 4x4 km with some ease? Sort of like the attached picture
@VariableArgument Totally, I’ve already done floating islands for instance:
https://i.imgur.com/UysZZv1.jpg
https://i.imgur.com/T0IiIpT.jpg
The other plugin is performing way worse (in the demo I get drops below 50fps when there’s max 1 edit per second compared to min 90fps for 50 edits per second for mine) and has a lot less features (no LODs, no importers, no real multiplayer, no graph, no material edit, no voxel physics, …). I’d say even the free version of my plugin is better.
I’ve released the 1.1 version of the plugin on Gumroad and Sellfy. It includes in editor edits for both voxel plugin™ FREE and voxel plugin™ PRO:
Hey ,
I’m having issues with two of your latest releases: UE4.19.1-TextureArrays and Pro-1.1/4.19-TextureArrays. When I change my UE4 project’s engine version to use UE4.19.1-TextureArrays I get an error, “The selected directory is not a valid engine installation.” The Pro-1.1/4.19-TextureArrays is also giving me some errors when I put it in my Plugins directory (I’m using your UE4.19-TextureArrays release instead of the latest one so that might be the problem). Below are links for where I obtained downloaded these things. Can you check to see if you can download and get these things to work or have you verified that they’ll work in your test environment?
Thanks for the quick reply. One more question before i tell you to “shut up and take my money” :D. If i buy outside of marketplace now will i get the plugin on marketplace as well?
Seeing the plugin might be released after the nice discount you give at the moment
@Decriment
I always do that
Have you launched the texture arrays editor yet? If not please start UE_4.19_TextureArrays/Windows/Engine/Binaries/Win64/UE4Editor.exe. That should add it to the engines list, allowing you to choose it when right clicking uproject -> Switch Unreal Engine version.
Could you copy those errors to a pastebin?
If it still doesn’t work you might want to join the discord (Voxel Plugin), will be easier to debug there
@VariableArgument I can’t guarantee anything, but from what I’ve heard the MP team allow the seller to give some licenses for free. If you buy it now on Gumroad/Sellfy, I should be able to transfer the MP version to your account.
The engine works when you choose the correct “Engine” directory. When I was switching my project’s Unreal Engine version, I kept trying to say that the engine was at “**UE_4.19/Engine/” **instead ofthe correct location at “UE_4.19/Engine/Windows/Engine/”. That was just a dumb mistake on my part, but I’m still getting the same errors with the latest Gumroad release and this version of the engine. I’m seeing a good amount of errors that seem to have to do with “TSharedPtr”. It seems like a linking issue, but I’m not sure what I’m missing. I was hoping that the 4.19.1 UE4 engine would fix everything.
My project works just fine with the “Pro-1.0/4.19-TextureArrays” that I previously had downloaded from Gumroad. The only change I made was the switch over to the UE_4.19.1_TextureArrays engine and the “Pro-1.1/4.19-TextureArrays” version of the plugin. I attached a file with the errors that I’m seeing after the described changes were made. These errors occur with both recent releases of your TextureArrays UE4. Just with that information alone, it seems like the problem is with the Gumroad release that I downloaded.
I also have something else that I was having issues with and have already solved. I was playing around with the custom C++ world generators and my generator instance’s GetValuesAndMaterialsAndVoxelTypes() was receiving a null “Materials” array (only the “Values” array was not null). I followed the docs and configured my VoxelWorld’s Rendering->Voxel Material to use the provided “M_VoxelMaterial_Colors” that came with your plugin. I would have expected that to work, but only the “M_VoxelMaterial_Textures” seems to work. I’m pretty sure this is because I’m using the TextureArrays build of your plugin. It would help other people if you mentioned something about that in your documentation for the Voxel World Generator or Texture Arrays. It would be even nicer if you were able to catch this sort of misconfiguration and throw an error. I usually force users of my software to use it in the correct way and that is easily enforced at configuration time. However, that sort of error check probably should only occur in the test/build environment (the C++ preprocessor can help with that), because it might cause unwanted slowdowns for consumers.
@Decriment
My bad, I forgot to disable Unity build, which lead to missing includes. I’ve added the 1.1.1 version to Gumroad & Sellfy, which should fix it.
That’s expected behavior, it happens when the world generator is queried only for values: https://github.com/Phyronnaz/VoxelPlugin/blob/master/Source/Voxel/Classes/VoxelWorldGenerator.h#L42
Unsure of what you mean here. The texture array version only adds a function to create texture arrays from textures and some example materials (just added that info to the docs).
I highly recommend this plugin. It’s very powerful, easy to use and the Discord support from Phyronnaz is fantastic.
Here’s a clip of me deforming terrain built from some noise generators (using the pro version).
I bought the pro version yesterday and i had a few hours to play around today. It is worth every bit of money