Voxel Plugin

“Either put the plugin in a C++ project and build from Visual Studio, or download the binaries from Gumroad. The code works with 4.22 up to 4.24.”

OK. I created a c++ project as I was going to do until I noticed that Notice I asked about. I think the reason for UE not building the project initially may be due it defaulting to Visual Studio 17 rather than version 19. I had to converted the C++ project to version 19 before importing the Voxel Plugin code. The compilation all went without a hitch.

It is going to take a bit of time to get to familiarize myself with this and create some alien worlds. I am impressed though. From my experience with UE programming in c++ is not easy to get things done, and this has got me to at least use UE again and, if only for this.

All the best

Glad to hear it’s compiling for you now!

Is that in the Pro version? Also the mesh stamping is incredible. Could combine well with existing landscape meshes that are quite accessible to produce very impressive worlds quickly.

@Boruki Yes, I consider foliage in general to be a pro feature to I made that pro only.

Thanks, glad to hear that :slight_smile:

How do you get the foliage to place on to the Voxel actor? Am I being thick? The sphere just disappears when I go over the voxel world.

@Boruki Make sure you tick the BSP checkbox (the voxel world is pretending to be a BSP for foliage painting to work :stuck_out_tongue: ), and that you are using the latest Pro beta.

I think I’m on a stable version rather than beta - silly me!

Hello Phyronnaz, I had purchased the Voxel plug-in that is on the Unreal Store a little over 2 years ago while developing a PS4 game. The Plug-in was not optimized for the PS4 so I had to ship the game without the voxel tool. Now getting the game ready for Steam and revisiting the voxel plug-in and one thing that I have noticed is when you use the tool at runtime it creates actors. So lets say you create a deep hole in the ground you could end up with 2000 actors for just that one hole which would start affecting performance pretty fast.

I installed your voxel plug-in and did not see it creating new actors as I sculpted the landscape and the performance seems stable and fast and is really an amazing tool you did an incredible job making it. I would like to ask you where the data for all the changes in the landscape is stored and also can the changes be saved? Will the Pro Version be available on Unreal Marketplace and if so what is the ETA?

Thank you,
John Daniels
Proud Arts LLC.

PS: I see you are from France, Hello from USA! I have a friend I meet from YouTube who is from France and his name is lestat, he is a cool dude.

@JohnADaniels Hey, you can save the data yourself using GetCompressedSave/LoadFromCompressedSave (check Voxel/Examples/ComplexController/VoxelComplexController_UI for an example)

No precise ETA on the marketplace yet, but should be really soon :slight_smile:

Got-it, thank you Phyronnaz. Really like your plug-in and can’t wait to start implementing it into the game. The main reason I was intrested in the PRO version is because of support and also because of the Voxel Spawner. It says that is can spawn foliage and gameplay items. Does it mean like static meshes, what does “GamePlay Items” mean? I watched this video but did not see any items being spawned. Do you have a video that shows how “GamePlay Items” are spawned? voxel plugin™ - Voxel Actors and Grass - YouTube

I was watching this video: Voxel Plugin - Editor Tools Showcase - YouTube is this the gameplay items?

You can spawn static meshes (well, instanced meshes) or actors. Actors could eg be chests or things like that that could be used for gameplay.

Would they be HISM(hierarchical instanced static meshes) or regular instanced meshes? How would you spawn them, is there a video or documentation?

Highly optimized HISM. There is Voxel Spawners - Voxel Plugin Documentation, but I need to update it. Basically you can output densities from your voxel graph directly.

Thank you Phyronnaz**, this tool is amazing, you are a genius! **

Can new tools be created in BluePrint or are they internal part of the Voxel Plugin, for example, how would you create a new tool that looked like a star? Would that be something that we could create or would that be a core voxel plugin change? Or would it be better to use the sculpt tool with the mask.

Current Tools included with Voxel Plugin:

  1. Surface (also used with Mask and Terrace)
  2. Sphere
  3. Box
  4. Smooth
  5. Flatten
  6. Trim

Thank you,
John

@JohnADaniels You forgot the Mesh Tool in the current tools :slight_smile:

You can either create your own C++ tool without editing the plugin, use a mesh stamp with a star mesh, or use a Voxel Graph Tool: using a voxel graph as a tool, like here for example with a crater:

Voxel Graph:
GetPreviousGeneratorValue will return the current voxel value.

Then to use it, in a regular blueprint:

The Mesh Tool! How could I forget! it is amazing, thank you for the examples! The more I work with your plug-in the more I am amazed, you really did an incredible job!!! I am subscribed to this thread, I hope you will update this thread when the PRO Version is available on Unreal Marketplace.