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Terrain painting with pen pressure?

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    #16
    Originally posted by Maximum-Dev View Post
    Well that used to be the general idea behind voting but people (including myself) stopped voting after while for some reason. i.e: https://issues.unrealengine.com/issue/UE-35097
    Backlogged just means we're not sure when it will get fixed - in this case the bug went untouched for 6 months so the auto backlogger bot backlogged it. Votes and people bringing it up certainly improves the chances it will be fixed. Not voting definitely has no effect

    There are also community folks out there that look through the bugs it doesn't look like we'll get to soon, and submit pull-requests to fix them.

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      #17
      Originally posted by Nick Darnell View Post
      in this case the bug went untouched for 6 months so the auto backlogger bot backlogged it. Votes and people bringing it up certainly improves the chances it will be fixed.
      Now I'm a little confused. That bug I linked is one of the highest voted ones, if votes matter then why would it go untouched for 6 months? while many other bug reports with way less votes are fixed during the past 6 months, that only makes the voting irrelevant since it's not a "More votes > Fixing sooner" system.
      Last edited by Maximum-Dev; 04-23-2017, 06:19 PM.

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        #18
        Originally posted by Maximum-Dev View Post
        Now I'm a little confused. That bug I linked is one of the highest voted ones, if votes matter then why would it go untouched for 6 months? while many other bug reports with way less votes are fixed during the past 6 months, that only makes the voting irrelevant since it's not a "More votes > Fixing sooner" system.
        Simple: Because the Epic engineers don't care about your votes. It's disheartening but it's looking like this is more and more the case. Why even bother having a voting system if it doesn't stand for anything? A 6 month wait to fix a bug is ridiculous.
        Last edited by PixelPerfectPolygons; 04-24-2017, 02:08 AM.
        Our Ghosts of War - The World's First World War 2 Survival Game
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          #19
          So this is backlogged: https://issues.unrealengine.com/issue/UE-16596

          But when I hover on here I see this text appear:



          Can anyone confirm if the feature is working?
          I wanted to buy a tablet specifically for this, didn't get one yet.

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            #20
            Originally posted by Maximum-Dev View Post
            So this is backlogged: https://issues.unrealengine.com/issue/UE-16596

            But when I hover on here I see this text appear:



            Can anyone confirm if the feature is working?
            I wanted to buy a tablet specifically for this, didn't get one yet.

            .
            .
            .
            .
            Bump.

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              #21
              Originally posted by Maximum-Dev View Post
              .
              .
              .
              .
              Bump.
              It doesn't work, you can see this yourself if you check the code on github, pressure is hard coded to 0 and the flag that enables tablets is disabled.

              There are other reasons for getting a tablet though, it's way better ergonomically and you can use the pen pressure in other software.

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                #22
                Oh okay.... thanks.

                Pity, this feature could make the landscape surfaces look 1000% better.

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                  #23
                  Hello Epic,

                  It's been more than 1.5 year, can we possibly get support for pen pressure?

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                    #24
                    Originally posted by Maximum-Dev View Post
                    Hello Epic,

                    It's been more than 1.5 year, can we possibly get support for pen pressure?
                    When pigs fly you can & if epic does not use or develop a feature for their own projects then they don’t give a ****

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                      #25
                      2018 and still no pen pressure.

                      Come on, Epic.

                      Comment


                        #26
                        Also, pressure for vertex painting would be awesome as well.

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                          #27
                          With the new addtion to the Landscape tools i think Pen Pressure would be a realy neat thing to sculpt the landscape.

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                            #28
                            I managed to integrated the new Stylus plugin into the spots in the editor modes (Landscape, MeshPaint, Foliage) where tablet pressure was queried but fixed to zero.

                            The changes required from a code perspective are quite small. Basically its snippets found in the SStylusInputDebugWidget added to the edit modes. The most trouble with the implementation is about the StylusInput being a plugin and it needs to be referenced from the core editor module. The way I managed to get it working is not clean, but currently I don't know better. Manual steps required after each compile unfortunately are:
                            1. Copy the UE4Editor-StylusInput.dll from the Plugins/StylusInput/Binaries/Win64 to the Engine/Binaries/Win64 directory
                            2. Adjust the Engine/Binaries/Win64/UE4Editor.modules file after the compiling was successful by adding one line:
                            Code:
                            "StylusInput": "UE4Editor-StylusInput.dll",
                            A patch file - based on 4.24.3 - is attached for people interested in trying out. If you know how to get around the manual copying and properly referencing the Stylus plugin from the editor module, let me know.

                            First impressions: MeshPainting was the mode where I could see it working. Landscape painting also worked quite okay. Sculpting not so much. But maybe its my lack of practive with the tool itself.

                            It seems the StylusInput is done by the team of Praxinos who work on ILIAD. So most credit goes to them, then. Thank you guys!
                            Attached Files
                            Last edited by MaSe87; 02-29-2020, 08:19 PM.

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                              #29
                              Hello guys,

                              we stumbled upon your topic, and we wanted to clarify the situation a bit. We did not, per say, developed the StylusInput plugin, but we were involved in his development (as a support and debug team). That being said, a large portion of the code is still being reviewed on the github of Unreal Engine, and will hopefully be released bit by bit with the releases of Unreal Engine (we don't know much more about it).

                              For ILIAD, our drawing plugin, we also needed tablet support. So, to be compatible with the rest of Unreal Engine, we used StylusInput. Unfortunately, it needed some tweaks to work how we wanted it to work (using Wintab API in addition of Ink API, etc.). So we basically copied the plugin inside ILIAD and tweaked it. It's still far from perfect, but you can look at the implementation of it by downloading the source code of ILIAD (https://www.unrealengine.com/marketp...g-beta-version).

                              For now, only Windows is supported, but Mac compatibility is on its way and should be released soon (probably this month), with some overall adjustments of the tablet support. We'll keep you updated !

                              We hope it'll help you in your process !

                              Praxinos' team

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                                #30
                                It would be a great boon to productivity and workflow if we had the pressure sensitive pen tablets working properly as a standard function of the engines expected input capabilities. Also, 3dconnexion support. Thanks to all who are trying to make this happen. I was honestly very surprised that this functionality is not a core component.

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