is it possible to have a different displacement value, based on wheel speed, and weight or car?
@IronSuit Sure
Hello,
I bought the Pro-Version and trying to use it in Linux.
While most of the features seem to work out-of-the-box, there are some issues I got:
First i noticed, that saving in Editor creates a (nearly) empty file. This file can not be loaded again. (PIE: Error: LoadFromSave: Invalid save).
As i planed to use this Plugin with multiplayer I was testing replication. But as soon as the Client tries to connect to server (the modules TCP-Server) it crashes because it was not able to set the huge buffer size:
[2019.03.01-15.18.21:505][458]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2019.03.01-15.18.21:505][458]LogCore: Assertion failed: BufferSize == NewSize [File:VoxelTcpSocket.cpp] [Line: 66]
I commented out this line, and added a UE_LOG printing the NewSize. It sets it to arround 400000. This seems to be a setting in linux. I prefer not to change any of this settings, because players would need to do so too.
With the check commented out, I can actually play in pie. But if I try to change the Landscape another crash occurs:
[2019.03.01-15.22.45:809][448]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2019.03.01-15.22.45:809][448]LogCore: Assertion failed: 0 <= Diff.Index && Diff.Index < VOXEL_CELL_COUNT [File:VoxelDataOctree.h] [Line: 397]
this time I’m completely stuck. First i thought it may turncate the data because of the limited buffersize, but as the logs say:
[2019.03.01-15.22.45:780][448]LogVoxel: Bytes to send: 163. Bytes sent: 163. Success: 1
there was not enough data to fill this buffer, right?
Also found this line appearing quite often in the logs:
2019.02.28-20.05.47:778][478]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: VoxelProceduralMeshComponent /Game/ThirdPersonCPP/Maps/UEDPIE_2_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.VoxelWorld_1.VoxelProceduralMeshComponent_4 NOT Supported.
Maybe its related?
The VoxelGraph works just fine in linux, but the resulting asset can not be used because its crashing. (Can not find the logs for this one, but i will make a new one if needed.)
But exporting to c++ works, and the compiled result can be used without issues.
And the last one is a glitch:
While testing in singleplayer: When moving to far away from “center” the player-character teleports to random locations.
Maybe you know what i can do to fix this issues?
My System:
OS: Debian Stretch
Nvidia Driver: 396.54
Unreal Editor Version: 4.21.2 using Vulkan RHI.
Hi there I made a terran ( with mountains rock all separated meshes) for ue 4 in a 3d software
will this plug in able to make it fill with voxel without any change in mesh , texture etc ?
if so gonnna buy this rightway for my huge world rpg place
Cheers
@Xeroderma Hey! Sorry, I somehow missed your message. The best way to get a fast answer for support is to use the discord
Load/save should work fine, maybe it’s due to some other issue in saving the file itself?
There are a few known issues with multiplayer, working on fixing those!
You need to make your character inherit from AVoxelCharacter instead of ACharacter
@GGUMINGUUU There are importers to import meshes, landscapes, 3D Coat assets & magic voxel assets.
Mesh import is far from perfect due to how voxels work. Texture data is lost on import.
My English-Skills are limited to writing, it’s not my main Language
Is my Issue also a known one? I was not able to find anything about it.
Where can i see if there is an Update?
In my Testproject the Character inherits from “VoxeltestCharacter” (Blueprint only Project), while in my Main Project the Character Base Class inherits from “AVoxelCharacter”.
Don’t worry, the discord has text channels only English isn’t my main language either.
Could you join the discord so that we can discuss your issues?
Are there any plans for a Minecraft style liquid (e.g., static/flows only when stuff gets removed, limited flow amount so it just stops at some point etc.)? My major problem with using this or even VoxelFarm is that there’s no real support for doing oceans or liquids/lakes, so it’s hard to build an open world that you can dig anywhere in, while also having an ocean (using a standard style ocean presents its own issues of course).
I could of course develop my own solution for that but it sounds like a good amount of work and as a single developer I still have to deal with e.g., AI, items/inventory, multiplayer coding etc etc, so I’d rather have it built in.
I’d definitely buy the pro version if it had support for oceans + smaller bodies of water that act similar to Minecraft (so no global-flow required, they can just bottom out into a small column of water after flowing for a little bit, and no flow required unless adjacent voxels are removed or added).
It’s even fine for it to be rather blobby.
That’s very cool!!
Can Voxel Plugin generate Planet link that Landscape Architect: Planet Rendering - YouTube ?
@someblue yep
@n00854180t I’d like to add some basic water sim, but won’t be able to do so anytime soon. I’m focusing on other features for now.
Amazing plugin!
Nice plugin!
Hello,
I got a few technical questions:
- is there a function in blueprint, to retreive the voxels in a sphere, in an axis-aligned box, and finally, in a oriented-box (random orientation) ? I wasn’t able to find such function in the free version
- how does the “get voxel projection” works ? What is usage and purpose ? (my only try resulted in crash)
- in the free version, in UE 4.22, I have no in-editor menu. I expected to test it, based on one of your video. Is this intended (I mean, is this a pro-version feature) ?
- is this possible to set a heightmap to be used in a graph, at runtime ? (or maybe to use a texture in the graph, that would be generated or modified at runtime) ?
And finally : very good plugin. You offered us with the most versatile and easy to use smooth voxel solution I’ve seen so far, and the fact that you keep improving it on regular basis is a real plus.
I sincerly hope you get enough support sur to reach a production-grade solution (which is not far away, am I right ?).
Best regards,
[USER=“1000255”]Tate Hertel[/USER] @SalahAdDin Thanks!
-
You can use GetValue directly, with GlobalToLocal to convert UE coordinates to voxel ones.
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It’s to get the voxels that would be affected by a SetValueProjection/SetMaterialProjection. It’s useful sometimes, although you can do nearly everything with SetValueProjection & SetMaterialProjection directly. If it crashes could you please post the callstack here: https://gitlab.com/Phyronnaz/VoxelPluginIssues/issues
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Not yet, but planned: Add a texture sampler to voxel graphs (#266) · Issues · Phyronnaz / VoxelPluginIssues · GitLab
Hopefully!
Thank you for your answers.
For the GetValue, I already tried this, and it works, but this means I must use sampling from point in a volume to get overlapping voxel. Am I right ?
And what about the editor mode ? (question 3) ?
For the crash : the reason seemed to be the tesselation : it was enable in the voxel world actor, but I used the default single material collection, with checking if the material was supporting it or not.
Thanks again,
Best regards,
What’s the difference with the Github’s repository?
Every point in space is a voxel. To find the voxels that are “inside” the voxel mesh you indeed need to iterate the points in your volume.
It’s indeed a pro feature only now. I might add it back to free some day though.
@SalahAdDin
The github is hosting the free version. There’s also a gitlab repo available only to pro users. To avoid having 2 separate issue tracking, both free and pro use https://gitlab.com/Phyronnaz/VoxelPluginIssues
: thanx ! My question about volume : my bad, I wasn’t clear. I would like to find all voxel overlapping an arbitrary volume in global space => for example, I would like to use a box collision component, rotated and positionned anywhere in global space, and query the voxel world to retreive all the voxels that are inside of it.
The more I use your product, the more I love it !
Best Regards,
@FreemanCIT Yeah no easy way to do that besides iterating on the voxels, as nothing guarantees you that the collisions at that position will have the highest LOD. There are ways to optimize it though, but it’ll still be expensive. What would be your specific use case?
My use case : I would like a cave digging system based on a grid, but a non global axis-aligned grid (local grid). You put a kind of “fundation”, or cave pit ou call it whatever you like, let’s call it a starting point. This “zone” will generate some invisible shapes do define authorized digging zone, from this point (for example, one up, one down and 4 West, East, North, South).Thoses shapes will be used as guide to dig the ground in the overlapping volume. Let’s say you select one of the shape, then the enclosed volume will be removed. A zone will be created where the shape was, offering new “authorized digging shapes”. Repeat.
generally speaking, being able to get voxels about to be removed allow to preview changes for the user, before he decides to remove them.
This allow to help the user to dig in a user-friendly way, and you can offer the possibility to add decoration or wall inside exavated area. It’s an alternative to a pure “regular” grid approach or to a free edit mode. I didn’t invent it as a side note, it’s an approach offered for building in the “survival game kit”, which I would like to extend.
I was thinking about a floodfill approach : take the center, or the corner of a shape component in the global world, get the voxel with get value, then get neighboors of it and check if any of them overlap the shape in the global space, till no voxel in the global-space volume can be retreived.