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  • replied
    Originally posted by RennJan View Post
    Hellooo!

    This sounds awesome, I was trying to make a run-time spline for growing tree roots in the last game jam and found that the collision wasn't updating.

    Would this be the solution?

    my workflow so far was adding spline points and then Lerp them into position with some math to change the sizes of the tip and base etc. Looked really cool, but the collision was static from its first position,

    any tips or advice would be ace of spades!

    peace!
    I'm not quite sure how you're going about this. I also haven't used any of the spline related things in UE4 yet so I'd need more information to be able to answer that. Also if it's easier I'm in the Unreal Slackers chat most all day, every day.

    Leave a comment:


  • replied
    Hellooo!

    This sounds awesome, I was trying to make a run-time spline for growing tree roots in the last game jam and found that the collision wasn't updating.

    Would this be the solution?

    my workflow so far was adding spline points and then Lerp them into position with some math to change the sizes of the tip and base etc. Looked really cool, but the collision was static from its first position,

    any tips or advice would be ace of spades!

    peace!
    Last edited by RennJan; 06-11-2016, 05:13 PM.

    Leave a comment:


  • replied
    Nice ! This will be of great help ! Thanks.

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  • replied
    Ah ok, Ill keep an eye on this thread for the pre-built versions as I am not really a coder thanks Koderz

    Leave a comment:


  • replied
    For now you'll have to have source in the project as you'll need the engine to build it (Soon I'll add prebuilt versions) but it can be a dummy class just enough to force the engine to build it. If you want to use it from C++, you'll have to include "RuntimeMeshComponent" and if you want to use the extended API you'll also have to include "ShaderCore", "RenderCore", "RHI" as well.

    https://github.com/Koderz/UE4Runtime...project-in-CPP

    Leave a comment:


  • replied
    Hey, Thanks for the heads up - it looks like it might be exactly what im looking for! problem though, I copied the release into the plugins folder - and it says there are missing components?

    4.12.1

    Thanks

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  • replied
    This looks a really interesting and useful tool, nice work!

    Leave a comment:


  • replied
    Great component here! I've been testing it for some time now and it addresses pretty much all the issues I've been having with the standard PMC.

    I will soon update my mesh examples over to using this and already using it exclusively in my work.

    Leave a comment:


  • started a topic [SUPPORT] Runtime Mesh Component

    Runtime Mesh Component

    Runtime Mesh Component


    Version 4.1 available on GitHub and Marketplace!

    The RuntimeMeshComponent, or RMC for short, is a component designed specifically to support rendering and collision on meshes generated or imported at runtime. This could be anything from voxel engines like Minecraft, to custom model viewers, or just supporting loading user models for things like modding. It has numerous different features to support most of the normal rendering needs of a game, as well as ability to support both static collision for things such as terrain, as well as dynamic collision for things that need to be able to move and bounce around!


    The RMC is designed to do the same tasks as ProceduralMeshComponent or CustomMeshComponent currently found in UE4, but far surpasses both in features, and efficiency! Depending on the configuration, the RMC can use between half as much memory, all the way down to basically no significant amount of main memory, and instead only use VRAM, by not keeping extra copies of the mesh data around in main memory. It also is far more efficient in the render thread, implementing static draw and a more efficient dynamic draw than the ProceduralMeshComponent. Transitioning from the PMC is fairly straightforward, but it is not 100% cross compatible for features and performance reasons.




    Please Consider Supporting the RMC's development! Donations will be counted towards a pre-purchase of the upcoming Extended RMC.

    More info can be found here: https://github.com/Koderz/RuntimeMes...e-development!



    Current list of features in the RMC
    • All features found in the ProceduralMeshComponent including slicing.
    • Mesh LODs
    • Async Collision Updates.
    • Separate Collision mesh.
    • Configurable precision for normals/tangents, and texcoords.
    • Tessellation support
    • Nav Mesh support.
    • RMC <-> StaticMeshComponent conversions. SMC -> RMC at runtime or in editor. RMC -> SMC in editor.
    • Faster normal/tangent calculation than PMC.
    • Far lower memory footprint than PMC
    • Customizable mesh providers allow for customizable lod/section generation.
    • Efficient draw paths


    Supported Engine Versions:
    v1.2 supports engine versions 4.10+
    v2.0 supports engine versions 4.12+
    v3.0 supports engine versions 4.17+
    v4.0 supports engine versions 4.20-4.22
    v4.1 supports engine versions 4.23+

    The Runtime Mesh Component should support all UE4 platforms.
    Collision MAY NOT be available on some platforms (HTML5)

    Tested Platforms:
    Windows, Linux, HTML5
    (Also tested with HTC Vive, and Oculus Rift)


    Downloads:
    GitHub: https://github.com/KoderzUnreal/Runt...onent/releases

    Examples:
    https://github.com/KoderzUnreal/Runt...onent-Examples

    Documentation:
    https://runtimemesh.koderz.io/ (Still in progress)

    Issues/Help:
    https://github.com/KoderzUnreal/Runt...mponent/issues


    640k vertex animated mesh! (Not great quality gif)


    Convex collision support for movable objects!


    Last edited by Koderz; 07-31-2020, 11:46 AM.
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