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  • replied
    I'm seeing there is support for tesselation now, does this mean it's possible to use displacement maps now? What about vector displacement?

    Great progress guys!

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  • replied
    i'm using 4.15, maybe there are issues on this version

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  • replied
    Updated with arrow and cross shapes. Next up is correct uv's.

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  • replied
    Originally posted by HeavyBullets View Post
    Yes... the material works well in static meshes... it even works well when i Cook the RuntimeMesh to a Static Mesh (which is really weird)
    So i don't think it's an issue of how i'm creating my runtime mesh, because the cooked mesh would fail too (unless i'm mistaken)
    In the post i attached, you can see that it's an issue of depth fighting
    We are still on UE4.16. Might be there are issues with the newer version.

    Leave a comment:


  • replied
    this is something i'll be needing too for custom water volumes (i'm using boxes right now).. i too was thinking on using slate to create that.. but i'll check out that plugin too.
    duke22 would that have issues with depth fighting like my previous post?

    Leave a comment:


  • replied
    Originally posted by duke22 View Post
    Well the plugin does what I need it to do right now, except you can't edit parameters in any of the created actors. UE4 drives me up the wall sometimes. Everything is a component with an actor wrapper (that has the problems I mentioned) but if you're doing things programmatically this doesn't matter. You can create the following 2D shapes, will fill and stroke:
    Circle
    NGon
    Rectangle
    Square

    There's also a generic polygon in the works but I haven't tested it thoroughly. I'm using this in an active project so it will get updated often. I'll give it it's own post when this parameter business is fixed.

    https://github.com/GeorgeR/MeshShapes
    Thank you duke22 this is very nice! I was about to implement shape drawing in Slate widget but I might use this as it is much more simple solution that offer more benefits!

    Leave a comment:


  • replied
    Yes... the material works well in static meshes... it even works well when i Cook the RuntimeMesh to a Static Mesh (which is really weird)
    So i don't think it's an issue of how i'm creating my runtime mesh, because the cooked mesh would fail too (unless i'm mistaken)
    In the post i attached, you can see that it's an issue of depth fighting

    Leave a comment:


  • replied
    Originally posted by HeavyBullets View Post
    Hey guys... just a question... i'm trying to use this plugin with tesselation (on the dynamicaly generated mesh) and it doesn't work
    https://forums.unrealengine.com/deve...-m-doing-wrong

    (unless i'm doing something stupid, which i'm sure i am)

    It does work for when cooking this mesh... so i'm guessing it's a limitation of the runtime generated mesh (and the procedural too)

    Any ideas?
    We are using it with tesselation in Editor and Standalone without issue. You sure your material is properly setup? Does your material work on StaticMeshes? You sure its the right material, maybe there is a similar one without tesselation? Ramp up your tesselation to higher values just to test it?

    Leave a comment:


  • replied
    Hey guys... just a question... i'm trying to use this plugin with tesselation (on the dynamicaly generated mesh) and it doesn't work
    https://forums.unrealengine.com/deve...-m-doing-wrong

    (unless i'm doing something stupid, which i'm sure i am)

    It does work for when cooking this mesh... so i'm guessing it's a limitation of the runtime generated mesh (and the procedural too)

    Any ideas?

    Leave a comment:


  • replied
    Well the plugin does what I need it to do right now, except you can't edit parameters in any of the created actors. UE4 drives me up the wall sometimes. Everything is a component with an actor wrapper (that has the problems I mentioned) but if you're doing things programmatically this doesn't matter. You can create the following 2D shapes, will fill and stroke:
    Circle
    NGon
    Rectangle
    Square

    There's also a generic polygon in the works but I haven't tested it thoroughly. I'm using this in an active project so it will get updated often. I'll give it it's own post when this parameter business is fixed.

    https://github.com/GeorgeR/MeshShapes

    Leave a comment:


  • replied
    Unless i'm mistaken, 4.18.1 broke this plugin in a major way :\. I'm fixing it now.

    edit: I'm mistaken, my project has gone bonkers.
    Last edited by duke22; 11-20-2017, 01:37 AM.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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. =)

    Leave a comment:


  • replied
    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).

    Leave a comment:


  • replied
    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.

    Leave a comment:

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