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  • replied
    Yeah, that's what I'm using. AFAIK, it's not a material deformer, it's working on the mesh directly.

    I'll explain what I'm doing, that might help. I have a project that we use for sciencey work that allows you to change the the shape of a person with 20+ morph targets. I can get loads of useful data, but ideally I'd like to be able to take measurements of the body shape after various morphs have been applied. Everything I've got to work so far just gets me the base mesh shape. I suspect that the new version of the skeletal mesh might help, but I'm not a very experienced programmer and got stuck when ComputeSkinnedPositions wanted me to stop rendering before reading data.

    Your idea will work if I rebuild the morphs using RMC, so thanks for that. I was hoping this plugin had a portion for reading data from existing meshes, but it doesn't seem that way.

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  • replied
    Originally posted by MrCheese View Post
    Does this plugin allow me to work with a mesh that's had morph targets applied to it? Collision doesn't update when morph targets applied and I *really* need to be able to do something like that. Nothing I've done so far get the vertex data out of a mesh that accounts for morph targets.
    Are you refering to this? https://docs.unrealengine.com/en-us/...s/MorphTargets
    I know there is morph target stuff with animation setups as well. But did not work with it.
    At least with the material version: Vertex position changes with material does not affect collision as it is only rendering data. Don't know whats the case with animation stuff.

    If you realy need that with the RuntimeMesh, export your Mesh in its original and morphed states. Then write some logic that interpolates (not big of a deal, node/functions are already there) the mesh data (Vertex, normals. tangents (and colors if needed)) between the original and the morphed. Destroy the mesh section and Create it again (dunno if collision update is possible with UpdateMeshSection). This however can get quite expensive depending on the complexity of the mesh and number of meshes you need to update per frame. Maybe Destroy and Create only if the morph value (interpolation alpha) delta is to high, update in the meantime, depending on your collision accuracy need.

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  • replied
    Does this plugin allow me to work with a mesh that's had morph targets applied to it? Collision doesn't update when morph targets applied and I *really* need to be able to do something like that. Nothing I've done so far get the vertex data out of a mesh that accounts for morph targets.

    Leave a comment:


  • replied
    How can I get the runtime mesh section out of the runtime mesh component? Just like you do with static or procedural? I need to read vertices and triangles data in order to copy it into another mesh section. Thanks

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  • replied
    Hey everyone! I’ll have more of an update soon but for now I just wanted to open up a new discord server dedicated to the RMC. It’s far faster to get my attention that way and easier for me to respond as well as for people to be able to help each other.

    https://discord.gg/KGvBBTv

    ill be posting more information there first and more frequently.

    PS there is a 4.19 and 4.20 update coming soon.
    Last edited by Koderz; 06-18-2018, 03:11 PM.

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  • replied
    So, 4.20 is adding 3 addition UV channels for the Procedural Mesh Component. 4.19 on the left and 4.20 on the right.

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  • replied
    Hello Koderz, I'm running into a few problems with flipped and invisible faces when trying to update the Runtime Mesh Component; for some reasons these problems only happen in the packaged version of our project though and not in the editor. Are you aware of any such issues that are specific to packaged projects and/or might you be able to help me out with these problems if I provide you with a detailled description of what is going wrong?

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  • replied
    Hi, my packaged project crashes after I use SetRuntimeMesh.
    We work with the custom UE 4.18 using the plugin from github. The RuntimeMeshes are initialized at the begin and stored inside a map for later use. When we spawn a new Actor with a RuntimeMeshComponent and set the RuntimeMesh of the RuntimeMeshComponent we are able to see the mesh for a few frames.
    Inside the editor, everything works like a charm.

    Any ideas?

    PS: Thank you Koderz for this amazing plugin ♥

    Edit: I figured out it's not SetRuntimeMesh. The Game crashes after the actor with the runtimemeshcomponent gets set to a new location.
    Last edited by janouschSB; 05-25-2018, 10:56 AM.

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  • replied
    Hey guys. I've been using this plugin for a while. Even contributed to make it compatible with 4.17 once upon a time.
    https://github.com/Koderz/RuntimeMeshComponent/pull/61

    Could you please explain where 50% memory reduction is coming from? Is there some tricky stuff with collision cooking? Or smth else?

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  • replied
    Originally posted by Rumbleball View Post

    Tried today as we were still on 4.16 and tons of crashes and bugs kept me from continuing work. Thus I now forced the project update to 4.19 and stuck on this stuff :/
    Had no compile errors but crashes as you mentioned. Could easily fix one, but now I get crashes in rendering stuff.
    I found this Bug Entry, that is exactly my issue I get with the RuntimeMesh. Seems to be a general issue with dynamic mesh rendering.
    https://issues.unrealengine.com/issue/UE-56516
    Fix is 4.20 ...

    This seems related to: https://github.com/Koderz/RuntimeMes...nent/issues/87

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  • replied
    Originally posted by BurakCognite View Post

    We managed to get rid of compile errors, but unfortunately still getting crashes. Better to wait Koderz's offical update.

    Burak
    Cognite Inc.
    Tried today as we were still on 4.16 and tons of crashes and bugs kept me from continuing work. Thus I now forced the project update to 4.19 and stuck on this stuff :/
    Had no compile errors but crashes as you mentioned. Could easily fix one, but now I get crashes in rendering stuff.

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  • replied
    I'm really eager to see this be updated to 4.19, I've done extensive work to my projects in 4.19 and I'm not sure if its viable or even possible to rollback a version without losing a lot of progress.

    I'm using procedural mesh component for a large pocedurally generated open world terrain mesh but its is really slow loading sections limiting the overall size of the world and making instantiated areas that require a level change an impossibility because the load time on the terrain will take forever. So the forums have brought me here in hopes that you may have a solution.

    Thanks for your contribution.

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  • replied
    Hi, I noticed that "Collision MAY NOT be available on some platforms (HTML5)
    ", is collision in mobile the new feature of RMC 3.0? Can I make use of collision on mobile without rebuild Engine to allow RuntimePhysxCooking?

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  • replied
    Originally posted by trojanfoe View Post
    cognitedata (see link below) has added 4.19 support to the RuntimeMeshComponent. Rather than using the pre-built plugins, it's often better (quicker, more flexible) to simply add the plugin source tree to your project.
    • Create a Plugins sub-folder to your project directory.
    • Clone the git repo into it. Use SourceTree if you don't have git installed or don't want to use the command line.
    • Re-open your project and the plugin should be compiled.
    Note: I have not tested any of the above with a blueprint project, only a C++ project.

    Click image for larger version Name:	runtime_mesh_component.png Views:	1 Size:	207.9 KB ID:	1459785
    We managed to get rid of compile errors, but unfortunately still getting crashes. Better to wait Koderz's offical update.

    Burak
    Cognite Inc.

    Leave a comment:


  • replied
    cognitedata (see link below) has added 4.19 support to the RuntimeMeshComponent. Rather than using the pre-built plugins, it's often better (quicker, more flexible) to simply add the plugin source tree to your project.
    • Create a Plugins sub-folder to your project directory.
    • Clone the git repo into it. Use SourceTree if you don't have git installed or don't want to use the command line.
    • Re-open your project and the plugin should be compiled.
    Note: I have not tested any of the above with a blueprint project, only a C++ project.

    Click image for larger version  Name:	runtime_mesh_component.png Views:	1 Size:	207.9 KB ID:	1459785
    RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content.

    Leave a comment:

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