@FreemanCIT I see. I suppose the flood fill approach would work. GetValue returns the density at the queried position: -1 is totally full, 1 is empty, the surface is at 0. If you want to discuss this more in depth maybe join the discord, would be easier
I downloaded the Free Zip file which gave me the “VoxelPlugin-master” folder.
I created a new 4.22.1 Top Down blueprint project (Mac) and then opened the project.
Closed the project
Copied the plugin to a new Plugins folder in the project folder.
This (attached) is the error I get when I then open the Voxel.uproject. I am assuming the Config content and resources folder contents should be copied too, but that didn’t work either. Any help would be appreciated.
I’ve stumbled across this while looking for a project for someone else and I’m rather blown away by this awesome project (especially how much is released for free usage!).
I’m struggling with the editor portion of it - as in, the editor button isn’t there? I’m sure it’s something simple that I’ve just not come across previously.
Is there anything specific that I need to do to get the editor icon to appear in the modes tab?
Obviously would be amazing if you did - much easier than editing it in-game and saving. But more importantly it’s good to know I’m not going crazy with not being able to find how it works. Amazing work on this plugin, it’s really quite impressive!
Having looked at your voxel water the other day I had a thought about using material offsetting combined with some depth checks to smooth it/tidy the edges - but I didn’t write it down and the idea seems to have completely gone from my head today!
I am noticing some issues with chunk generation, when moving the voxel invoker around cracks start to appear in the mesh.
I implemented some debuging code to see what was going on. For what I can tell the chunks get generated properly at first, however moving the voxel invoker, then resetting it to the original location makes chunks that previously generated properly to have their transitions missing.
In the following image you can see the Chunks (Black), ChunkTransitions (Red), Highlighted Chunk with cracks (Green), Highlighted Chunk Transition (Blue).
As you can see at first the highlighted chunk’s transition gets generated properly, then moving the Invoker around makes the chunks switch LODs, then setting the location to the original position to reproduce the original LODs results in the cracks in the 2 bottom images.
I also put some logs revealing that when generating the chunks at “FVoxelRenderChunk::UpdateMeshFromChunks()” the chunk’s Transitions Mask is 3 in the first pass, but becomes 0 in the second.
Laying this out here in case this is a known issue or I am the only one seeing this.
@Hethger I might have fixed that in the pro version already. I’m not 100% sure though. Are you able to reproduce it reliably? If so can you send me repro steps/a test project so that I can have a look?
Here, Dropbox - File Deleted - Simplify your life Simply drop what’s inside the .rar into the content folder of your project with the plugin, open “DebugMap”, I’ve set up the player start and two delays, 3 seconds for the Invoker to change location and change LODs, then 3 seconds for the invoker to go back to the original location and the cracks show infront of the player start.
I also changed the voxel size to 500 and compensated the voxel world scale to 0.5 to make the cracks more visible.
Can anyone point me to some tutorials on this thing? I tried the official one, but it doesn’t have audio or any kind of verbal instruction, so it’s pretty much useless. Especially since you can barely see the UI. Also, is this the same thing being offered on the marketplace under “spartan code”?
was such a huge help to me (Mac user). He spent over two hours with me helping to debug the plugin and succeeded for UE4 (.22.3). I am up and running and so stoked to get to some world building ! Phyronnaz is a real pro and I am glad I bought this plugin !