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Training Stream - Blueprint Drawing to Render Targets Overview - Sept 20 - Live from Epic HQ

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    #61
    Trying this out in 4.14.3, despite having the hit location uv thing enabled in my project settings, I'm unable to retrieve hits on my plane mesh, debug-drawing line traces shows that there is no hit occurring, the line is just passing right through the plane, anyone else having this issue?

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      #62
      Originally posted by hippowombat View Post
      Trying this out in 4.14.3, despite having the hit location uv thing enabled in my project settings, I'm unable to retrieve hits on my plane mesh, debug-drawing line traces shows that there is no hit occurring, the line is just passing right through the plane, anyone else having this issue?
      On my plane mesh Im using "complex collision as simple" option (per-poly collision )
      Rocketeer

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        #63
        Originally posted by redbox View Post
        On my plane mesh Im using "complex collision as simple" option (per-poly collision )
        Hey there, I tried this, still not registering any hits. I'm checking by looking at the visualized trace line, which passes right through the geometry, and I'm also printing a string if that first branch after the line trace in the function he had us made returns a value as false, which it does:



        Not sure if I missed a step, if anyone has any ideas I'll be super grateful. <3

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          #64
          If trace passes through mesh its just collision settings.
          Re-check collision properties. I used BlockAllDynamic preset for plane and trace by camera channel.
          Rocketeer

          my portfolio
          my youtube

          Camera Volumes System
          Procedurally Instanced Meshes
          Simple Portals
          Water Flow For UDK
          Setup Swarm

          Comment


            #65
            Originally posted by devast3d View Post
            I have been waiting for this for 2 years!
            One questions though: how can we create render target in a blueprint with certain format? E.g. I need only 1 channel to render height field.

            Here's what I've done btw
            Hi,

            this is really cool one.. this water animation from top to bottom done in in side ue4 or any other software? if you could share breakdown it would be grate...
            btw awesome work.. !!!! keep doing more...

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              #66
              Hello ,
              I followed the tutorial for the creation of fluid simulation with the render target, but I do not understand how is the update of the render target for the evolution of the waves.
              It is missing information in the tutorial to understand how to make this update.
              If you can tell me how to do it, I wanted to code it in C ++, it works but it consumes a lot of resources, using the render target would allow me better performance.
              I saw that it is possible to read the value of a pixel of a render target in c ++, I would make myself a node for that to react the objects in the water as my example below with the system under Blueprint and my wave system in C ++.

              Youtube Page :
              https://www.youtube.com/user/cyberalien78

              Smart Interactive Object100% BluePrint

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                #67
                Not sure if this was more obvious to everyone else, but the Content Examples project has a level showing the heightfield painting and fluid simulation in action. The level is called "BlueprintRenderToTarget". I spent a lot of time looking for these example projects elsewhere, and just stumbled across this while exploring the content examples randomly..

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