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Runtime Mesh Component - Rendering high performance runtime generated meshes!

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  • Does it work with 4.18 from github and how do you stop it compiling with your project. Last time I tried it from github it caused my project compile times to double cause it wanted to compile the RMC plugin every time.

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    • Is there any documentation on how to use the RMC with threads?

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      • Originally posted by wilberolive View Post
        Does it work with 4.18 from github and how do you stop it compiling with your project. Last time I tried it from github it caused my project compile times to double cause it wanted to compile the RMC plugin every time.
        I don't know why you would need to recompile a plugin, that has already been compiled. And I haven't tested it yet, but so far, whenever Koderz updated the plugin for an UE release, it worked for me. I would assume this to be the same. There might not even be a need to update the code base, so you should just try it.

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        • I just updated to 4.18 and got the latest github version of the RMC. It failed to compile, because there seems to be just a small error, probably just a typo or sudden API change I would guess.

          In RuntimeMeshComponentDetails.cpp, on line 28,
          Code:
          SelectedObjectsList = DetailBuilder.GetDetailsView().GetSelectedObjects();
          Should be changed to:
          Code:
          SelectedObjectsList = DetailBuilder.GetDetailsView()->GetSelectedObjects();
          In order to compile properly. For some reason the pointer returned by GetDetailsView() wasn't being dereferenced.

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          • Originally posted by Zapheroc View Post
            I just updated to 4.18 and got the latest github version of the RMC. It failed to compile, because there seems to be just a small error, probably just a typo or sudden API change I would guess.

            In RuntimeMeshComponentDetails.cpp, on line 28,
            Code:
            SelectedObjectsList = DetailBuilder.GetDetailsView().GetSelectedObjects();
            Should be changed to:
            Code:
            SelectedObjectsList = DetailBuilder.GetDetailsView()->GetSelectedObjects();
            In order to compile properly. For some reason the pointer returned by GetDetailsView() wasn't being dereferenced.
            You inspired me to update from 4.16 to 4.18. Got it working fine.

            For anyone else wondering, just put the RMC in your project’s plugins folder. Then run a compile to let it compile the plugin. Finally, move the plugin to the engine plugins folder. This will then prevent the plugin being recompiled every time you rebuild.

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            • Originally posted by BulleTime View Post
              Is there any documentation on how to use the RMC with threads?
              I have got RMC threaded, well the vertex generation part at least. I basically created a class extending FRunnable that handled the vertex generation of a subdivided plane and then when the thread finished I pass the indices and vertices over to the actual runtime mesh pointer and call CreateMeshSection and UpdateMeshSection with it. It scales very well, but for best performance you would want to pass all the vertices and indices in one batch and not section them. The only problem I'm facing right now with this implementation is figuring out what the indices should be for the vertices now that I'm passing it in as one batch. I put up a question on answerhub addressing this if you want to check it out:

              https://answers.unrealengine.com/que...eneration.html

              You should check out Rama's tutorial on multithreading, the implementation he outlined works very well for this use case.

              https://wiki.unrealengine.com/Multi-...Threads_in_UE4

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              • I'm making a (free) plugin to generate shapes using RMC. My first shape, a circle, refuses to show up at all! Could you possibly tell me what I'm doing wrong:

                edit: I'm a moron.
                MeshShapes - Procedurally generated shapes in UE4 using RuntimeMeshComponent
                Last edited by duke22; 11-15-2017, 10:38 PM.
                George Rolfe.
                Technical Coordinator at Orbit Solutions Pty Ltd.

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                • Originally posted by duke22 View Post
                  I'm making a (free) plugin to generate shapes using RMC. My first shape, a circle, refuses to show up at all! Could you possibly tell me what I'm doing wrong:
                  Are you sure your code executes? Use breakpoints or Logs/PrintMessages.
                  Is your material != nullptr? Is your material double sided? If not try viewing your actor from a different. angle.
                  Are your circle outer vertice distances correct (radius)? If they are to close to the center you will see nothing. Use Debugfunctions to display the vertex positions to be sure (UKismetSystemLibrary:: DrawDebugSphere).

                  Test with URuntimeMeshLibrary::CreateBoxMesh (feed the resulting data into CreateMeshSection).

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                  • Originally posted by ujrkingdom View Post

                    I have got RMC threaded, well the vertex generation part at least. I basically created a class extending FRunnable that handled the vertex generation of a subdivided plane and then when the thread finished I pass the indices and vertices over to the actual runtime mesh pointer and call CreateMeshSection and UpdateMeshSection with it. It scales very well, but for best performance you would want to pass all the vertices and indices in one batch and not section them. The only problem I'm facing right now with this implementation is figuring out what the indices should be for the vertices now that I'm passing it in as one batch. I put up a question on answerhub addressing this if you want to check it out:

                    https://answers.unrealengine.com/que...eneration.html

                    You should check out Rama's tutorial on multithreading, the implementation he outlined works very well for this use case.

                    https://wiki.unrealengine.com/Multi-...Threads_in_UE4
                    Would you like to share some snipped how it is implemented? I'd like to do the same and learn threading in UE along way. =)

                    Comment


                    • Originally posted by duke22 View Post
                      I'm making a (free) plugin to generate shapes using RMC. My first shape, a circle, refuses to show up at all! Could you possibly tell me what I'm doing wrong:
                      I'm looking into your code as I'm about to do the same for my project.. ty for sharing.

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