Are there any video tutorials for this plugin? I know there is documentation but i learn better if i can visually see how to work the plugin.
Hello!
I was wondering - is it possible to change the voxel landscape material at runtime with BP? (say, when a certain variable has reached a certain state) + is it possible to change such materials only within a certain area? (e.g. can i manage that through placing a volume?)
I can’t quite make that out from the wiki.
Thank you very much!
@gatosilencio Yep! Look into the Set Material Sphere node with the Make Multi Index Material node
hi
i got an issue, there is a part in complex controller blueprint which says : spawn foliage under the mouse ray cast hit and you have assigned a “c” key button to it. but i cant get it to work(pro version user).
should i add anything to blueprint or voxel world component ?!
i just want to spawn a single mesh with raycast or at a given position not like a mass of foliage shown in the documents.
Where are these samples or documentation on how to implement these? Thank you,
Hi,I have the same problem with the footstep things.
First, I add the physic material for my every layer material instance, and check it by lineTrace, then I found it’s perfect correct in single index mode, but it seems not good in multi index mode, it makes me confused. So I try the way of your reply to want to check the material index, instead to check the
physic material, but i can’t find any way to break the voxel Material, or something another way I can do the same thing to check the footstep with voxel?
I can totally see teardown being remade with unreal engine with this plugin!
I’m trying to setup my game spawn an actor when a voxel is destroyed (such as dirt or stone resources). I can spawn my test actor when digging a voxel; now I would like to spawn a specific actor depending on the voxel material that was destroyed.
Is it possible to get information about the voxel that would help me spawn a specific resource?
Hey Phyronnaz, sorry for asking out of context, is there a radius for Voxel world for movement before the Voxel landscape disappears. I move my character more than 20000 units, and the Voxel terrain goes poof! I move my character back and the Voxel world reappears.
Tried to reach out to you via all other methods but none had any links to you. I don’t use those sites such as Discord, Twitter, Facebook…) and the invites sent to me via email are all “noReply@” and the official website for Voxel 2.0 has no links to get ahold of anyone. Furthermore, Github has no links either.
Update: uninstalled ue5.5.4 reinstalled ue5.5.4 with only a few plugins namely VoxPro 1.2 only
built a new project and boom it happened again. However, I narrowed it down some
it’s on the negative 2D axis almos wedge shape -25600 either on the X or the Y. yet if on both XandY then it starts about -10k on one and -22k on the other
on h Positive XandY Ican go out without the world going poof.
I should mention if I go in the negative direction and the world goes poof i can turn around and go back and the world recreates even recreates the Global thread pools as well.
4/19/25
ok for now i have a work around.
it seems that it doesn’t matter whether I use Voxel 1.2 or 2.0 both versions have the same issue… its not the Voxel version or Voxel, its UE possibly only the newer versions of 5x. I didn’t have this issue in the past.
the Voxel map coordinates set the center to Vector 0, 0, 0
I noticed that UE5x and earlier all set the landscape in the Positive Quadrant. So, I repositioned my Voxel Maps fully into the Positive Quadrant X+ and Y+… and problemed solved (and as a bonus the Voxel system is responding faster now.)
I tried 3 video cards and Fresh install of UE5.5.4 both with VoxelPro 1.2 and with Voxel 2.0
i7-7700k 64GB Intel ARC A770 (Things are working.)
Guess UE has a bit of a problem with the Voxels in the Double Negative areas (X-, Y-)
the Zed axis didn’t seem to matter.