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  • replied
    Since UE4.20 they've added the ability to apply a render target to the landscape as displacement.. without the runtime functionality. How feasible would it be with the RMC?

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  • replied
    Originally posted by HOUmmel View Post
    So i tried to get it work in 4.19. but it does not work at all. Can you give a simple setup?
    Edit: Seems like you can't see the Tessellation in Wireframe Mode
    nope, you can't ^^ not sure why though. Maybe the wireframe shader takes another render path or is not run on the GPU.

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  • replied
    So i tried to get it work in 4.19. but it does not work at all. Can you give a simple setup?
    Edit: Seems like you can't see the Tessellation in Wireframe Mode
    Last edited by HOUmmel; 07-25-2019, 05:06 AM.

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  • replied
    Originally posted by HOUmmel View Post

    It works with static meshes. The Engine crashes with PN Tessellation. Flat Tessellation has no Effect. Maybe because i use 4.22?
    Maybe, but can't help ya there.

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  • replied
    Originally posted by Rumbleball View Post

    works out of the box for UE 4.19.
    Is you material working on static meshes? (Tessellation is enabled via the applied material)
    It works with static meshes. The Engine crashes with PN Tessellation. Flat Tessellation has no Effect. Maybe because i use 4.22?

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  • replied
    Originally posted by HOUmmel View Post
    Can somebody explain how to use Tessellation with RMC?
    works out of the box for UE 4.19.
    Is you material working on static meshes? (Tessellation is enabled via the applied material)

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  • replied
    Can somebody explain how to use Tessellation with RMC?

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  • replied
    Originally posted by duke22 View Post
    Does this still have a marked improvement over Epic's ProceduralMeshComponent for basic, not updating a mesh every frame operations?
    I assume as long as Epic didn't do any improvements. It was mentioned that Epic was working on an more performant solution, though I have no clue what happend to that.

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  • replied
    Does this still have a marked improvement over Epic's ProceduralMeshComponent for basic, not updating a mesh every frame operations?

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  • replied
    Originally posted by wilberolive View Post
    [MENTION=141752]Koderz[/MENTION] - So I eventually got everything compiling and running. Those warnings from my previous post are still there though. Looks like the build files haven't been updated as needed.

    I was so excited to upgrade as I thought I might finally get rid of that annoying bug I have... but to my great devastation, I'm still hitting that same exception breakpoint every time I try to use RMC for the first time. See my other previous post from a while ago about it. It breaks out to VS at some exception breakpoint in the engine code. I then have to click Continue to keep going. Then I can continue using RMC with no problems until I stop the current game and then click play again. Then it happens all over again. So frustrating when you have to click play, let it break to VS, click continue in VS, then go about testing your game... like 100 times a day.

    I've tried different engine versions as well as creating new fresh projects. It was all working amazingly for me back in 4.14. Don't understand why I'm seemingly the only person hitting this problem, unless nobody else uses RMC in C++... surely not. If you use it just in BP then there is no issue.

    I remember you saying that you fixed this issue... was that for v3 though?
    I have the same isuue while I resolve it .The erro is I have not createDefaultSubobject ,To make the component in the constructor function . Hope it may help sombody! chinese guy jack!

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  • replied
    When can we expect v4.21 support?
    Also any new on the extended plugin version?

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  • replied
    Thanks for the tip about moving the #if Ryvar, I was pretty stuck for a moment there...

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  • replied
    Originally posted by Paul_LTC View Post
    Update:
    I tried reinstalling, deleting binaries and intermediate files, etc., updating the target.cs of the editor files in RuntimeMeshComponent, still doesn't work, as the error below persists:

    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\RuntimeMeshComponent-master\RuntimeMeshComponent-master\Intermediate\Build\Win64\UE4Editor\Development\RuntimeMeshComponent\UE4Editor-RuntimeMeshComponent.lib' DungeonOfTimePaul C:\Users\paull\Desktop\Unreal *****\DungeonOfTimePaul\Intermediate\ProjectFiles\LINK 1
    This is probably due to the changes to Plugin include paths in 4.20/4.21.

    In your [Project Directory]\Plugins\RuntimeMeshComponent\Source\RuntimeMeshComponent\RuntimeMeshComponent.Build.cs file, comment out the PublicIncludePaths and PrivateIncludePaths lines and replace them with the new ModuleDirectory-relative paths like so:


    // PublicIncludePaths.AddRange(
    // new string[] {
    // "RuntimeMeshComponent/Public"
    // // ... add public include paths required here ...
    //}
    // );
    PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));

    // PrivateIncludePaths.AddRange(
    // new string[] {
    // "RuntimeMeshComponent/Private",
    // // ... add other private include paths required here ...
    //}
    // );
    PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));


    Do the same in RuntimeMeshComponentEditor\RuntimeMeshComponentEditor.Build.cs

    This *should* probably cover it for 4.20. For 4.21 you will need to take the "#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION < 21" line in RuntimeMeshComponent.cpp and move it from above GetPhysicsTriMeshData() to above CreateNewBodySetup()

    I have no idea whether this has any impact on physics in an actual shipping build, but it will get your project compiled and running a Development Editor build for the time being.

    Edit: quick update - tried packaging a shipping Win64 build of the default map to which I added a runtime MeshSlicer BP. Works great; slices respond to player and projectile physics as expected.
    Last edited by Ryvar; 12-03-2018, 08:21 PM.

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  • replied
    Originally posted by Paul_LTC View Post
    Update:
    I tried reinstalling, deleting binaries and intermediate files, etc., updating the target.cs of the editor files in RuntimeMeshComponent, still doesn't work, as the error below persists:

    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\RuntimeMeshComponent-master\RuntimeMeshComponent-master\Intermediate\Build\Win64\UE4Editor\Development\RuntimeMeshComponent\UE4Editor-RuntimeMeshComponent.lib' DungeonOfTimePaul C:\Users\paull\Desktop\Unreal *****\DungeonOfTimePaul\Intermediate\ProjectFiles\LINK 1
    do you manually include the generated.h file in the files where you use the plugin?

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  • replied
    Update:
    I tried reinstalling, deleting binaries and intermediate files, etc., updating the target.cs of the editor files in RuntimeMeshComponent, still doesn't work, as the error below persists:

    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\RuntimeMeshComponent-master\RuntimeMeshComponent-master\Intermediate\Build\Win64\UE4Editor\Development\RuntimeMeshComponent\UE4Editor-RuntimeMeshComponent.lib' DungeonOfTimePaul C:\Users\paull\Desktop\Unreal *****\DungeonOfTimePaul\Intermediate\ProjectFiles\LINK 1

    Leave a comment:

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