Ah, I see. Well it’s ultimately up to you but if you can part with $20 more, you can get a 1060 3gb for $199, which’ll perform better and last longer as a brand new card. Best of luck to you!
Just wanted to pop in here and say great job on this. I am following your progress on GitHub and hope to see this plug-in mature even more in the future.
Hey,
You have made a pretty awesome voxel solution here, I am extremely impressed. I am running into one issue though. I’ve currently got the VoxelWorld actor in my level set to spawn using a child blueprint of the MySphereWorldGenerator base blueprint, and the sphere world renders perfectly within the editor during design. However, when I press Play or Package out the project, the sphere world doesn’t spawn and I get the following error:
VoxelLog: Warning: Loading world
LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: Default, Actor: /Game/UEDPIE_0_Default.Default:PersistentLevel.SphereWorldGenerator_9
Any ideas on what could be causing the problem? I’d really appreciate any help you could give.
Hey
Got two questions -
- Will this work with a VR headset from a performance perspective?
- How is performance compared to standard UE4 landscapes?
@ Thanks! Just fixed this bug, should work now.
@HeadClot
- VR should be fine: I’m nearly always at 120fps in the editor.
- Compared to UE landscape it’s quite bad. However they are not comparables: UE landscapes are simple 2D heightmaps, while this uses 3D data.
I’d say performance should be fine most of the time, unless you want to go faster than 100 m/s.
That fix works perfectly, thank your so much!
On another note, I’m not sure if its because I have a beefy PC or not, but your plugin has 0 issues whatsoever generating a sphere world that’s 1 Million meters in diameter. Well done my friend.
Do you plan on merging this code into the voxel plugin or at least sharing it here if it is a blueprint?
Also curious to how you plan on handling gravity on the sphere
I am curious
@HeadClot It didn’t even take any coding or blueprint. All I did was create a child blueprint of the “MySphereWorldGenerator” blueprint in the root Content folder of the project (since I wanted to keep the original just in case) and then opened that child BP and changed the value for radius and made sure that “Inverse outside inside” was unchecked and then recompiled the child BP. Then in the VoxelWorld object I selected my child BP instead of the “MySphereWorldGenerator” BP
As for gravity on this beautiful monstrosity, I’m still working on that.
Baby steps
I have been playing around with this some and haven’t had any luck with gravity yet. As for the huge sphere, it loads up perfectly.
I’m finding myself in the same boat. I’ve gone through a few different gravity solutions so far with no luck. Is anyone having any better luck than we are?
@ There’s an example of central gravity in SolarSystem/SolarSystem. Just make sure you have the latest version and set the pawn of the GameMode to SolarSystemPawn.
Great stuff! I did however test the Orbit Speed and Rotate Speed parameters, and the sphere chunks were positioned out of sync (image attached). Even with the SolarSystemPawn. Are there other settings also needed?
Edit: I’m also wondering how networking is working right now. I was looking at the documentation, and I can not find the Multiplayer property on voxel world?
Edit again: Also tried building win64 and win32. Gave a few errors:
Performing 4 actions (4 in parallel)
SharedPCH.UnrealEd.cpp
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetGraph': is not a member of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2039: 'GetSchema': is not a member of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(31): error C2227: left of '->IsCacheVisualizationOutOfDate' must point to class/struct/union/generic type
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(54): error C2039: 'GetGraph': is not a member of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2039: 'GetSchema': is not a member of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h(171): note: see declaration of 'UEdGraphNode'
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(57): error C2227: left of '->GetCurrentVisualizationCacheID' must point to class/struct/union/generic type
C:\Program Files\Epic Games\UE_4.17\Engine\Source\Editor\BlueprintGraph\Classes\K2Node.h(10): fatal error C1083: Cannot open include file: 'K2Node.generated.h': No such file or directory
Sorry to keep coming to you with issues, but I’ve run into another issue. When I try to package out the project so that it can be run separately I get the following error part of the way through the package build:
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master\Plugins\Voxel\Binaries\Win64\UE4-Voxel.lib
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 30.90 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 31.081552s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Program Files\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe Procedural Win64 Development -Project="G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-
master\Procedural.uproject" "G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master\Procedural.uproject" -NoUBTMakefiles -remoteini="G:\UE4 Projects\GIE\MarchingCubes-master (2)\MarchingCubes-master" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.10.15-18.19.45.txt'
I tried to start fresh from the project source on the github just to see if it was something that I might have done but I still get the same error. Any ideas?
Question: What do you think the best way to import height maps into the sphere world generator would be? Or is that even feasible:?
@Wilken VoxelWorlds can’t move anymore, I need to figure out how relative positioning works for components. Multiplayer is also broken. When you say “building”, do you mean packaging? If not did you try to build with Visual Studio? If it still dosen’t work, please create an issue on GitHub.
@ Packaging isn’t supported for now (editor code used in runtime plugin). Heightmaps could be projected on the sphere, I will look into that.
Hi, just curious: Why not support packaging? Wouldn’t the entire reason behind this be to create something others can test and play? Basically, what if I want to prototype and test things outside of the editor with worlds created with the plugin? Thanks!
Yes, I’m sorry, what I meant was indeed packaging. I ended up trying to include the BlueprintGraph module and some other stuff like adding public and private paths, but it didn’t sort it out. Hopefully it’ll be supported further down the line.
I used the UnrealFastNoise plugin for additional perlin noise support and it works very well with this. Makes for interesting landscapes (and spheroids) by modulating the results from multiple generators, but the noise plugin should probably have a little tweak where it can cache already calculated defaultvalues. I’m trying out a solution for this.
Packaging is working!
@Wilken Would love to see some screenshots