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  • replied
    Originally posted by Andargor View Post
    I'm having trouble with overlaps. I've tried for the past couple of days everything that I can think of, setting collision profiles, custom object types, and so on, but I think I'm missing something simple.

    Does someone have a working overlapping example project so I can check against it?
    Have you found a solution? I'm struggling with the same problem. And my mesh is dynamically regenerated every tick.

    Leave a comment:


  • replied
    Originally posted by Gurkarn_98 View Post
    Hey,
    Does this work with Physics constraints? I have tried using physics constraint but it is not working. The mesh never stays joint to a constraint.
    Best place to get assistance is in the Discord server: https://discord.gg/KGvBBTv

    I haven't tried physics constraints in a long time as I haven't needed them. If you could provide what you're specifically trying I can take a look.

    Leave a comment:


  • replied
    Hey,
    Does this work with Physics constraints? I have tried using physics constraint but it is not working. The mesh never stays joint to a constraint.

    Leave a comment:


  • replied
    I'm having trouble with overlaps. I've tried for the past couple of days everything that I can think of, setting collision profiles, custom object types, and so on, but I think I'm missing something simple.

    Does someone have a working overlapping example project so I can check against it?

    Leave a comment:


  • replied
    Originally posted by MaximeDupart View Post
    There's clearly a shading issue with RMC on 4.20 right now. Comparison with ProceduralMeshComponent :

    Is there any difference between using PMC and RMC now?

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  • replied
    Is there any way (in blueprint) to obtain vertex data for a given mesh section index? I want to use Update Mesh Section to update a vertex relative to its current position. So far I've been keeping all this data in a separate array of vertices but if I could simply grab it from the section it would simplify things.

    Leave a comment:


  • replied
    This one doesn't work for some reason: https://github.com/stefanseibert/RuntimeMeshComponent

    Build it with this one, this WORKS with 4.23.1: https://github.com/Koderz/RuntimeMes...ent/tree/v4dev

    I made the same mistake until I found Version 4(the second link) the older one won't compile for me for some reason, I found a link to Version 4 on the Discord for RMC.

    https://discord.gg/KGvBBTv

    Leave a comment:


  • replied
    Has anyone successfully built the plugin for 4.23.1 ? I tried it with the sources from https://github.com/stefanseibert/RuntimeMeshComponent but get an error when i use it as an engine plugin.

    Leave a comment:


  • replied
    Originally posted by Mctittles View Post
    Is there a way to get the vertex positions in world coordinates? Say I have a runtime mesh that has been moved and rotated and I would like to get the vertex positions so I can combine it with another mesh but keep it's location.
    Ok I figured it out. Send the actor you want to merge with the transform of the actor you want to merge from. Loop through vertices and use TransformPosition on each one:

    Code:
    for (int32 vertCounter = 0; vertCounter < verticesSent.Num(); vertCounter++) {
                    const FVector WorldSpaceVertexLocation = transformSent.TransformPosition(verticesSent[vertCounter].Position);
                    vertices.Add(transformSent.TransformPosition(verticesSent[vertCounter].Position)-GetActorLocation());
                }
    You might also need to subtract your current actors location (or the difference between the two actors). In my case "-GetActorLocation()".

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  • replied
    Is there a way to get the vertex positions in world coordinates? Say I have a runtime mesh that has been moved and rotated and I would like to get the vertex positions so I can combine it with another mesh but keep it's location.

    Leave a comment:


  • replied
    I'm still wondering what the sections with DualBuffer are. Anybody any idea?

    Code:
        template<typename VertexType0, typename VertexType1, typename IndexType>
        FORCEINLINE void CreateMeshSectionDualBuffer(int32 SectionIndex, TArray<VertexType0>& InVertices0, TArray<VertexType1>& InVertices1, TArray<IndexType>& InTriangles, bool bCreateCollision = false,
            EUpdateFrequency UpdateFrequency = EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags = ESectionUpdateFlags::None)

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  • replied
    Originally posted by Mctittles View Post
    Does it make a different in performance how many "sections" you have as long as you use the same material for all of it? Doing one mesh for discrete items and just easier splitting them into sections.

    Also how does the UV maps work when you define them for each section? Does the plugin piece them altogether into one?
    Each section is a different material. Each material is a Draw-Call. With 4.23 Unreal changed the rendering by batching together same things. Dunno exactly what that means and how that applies to the RMC.

    As each section has its own material UV is not connected. Each section can be 0..1 without problems. You can also exceed 0..1 range for UV in Unreal.
    Last edited by Rumbleball; 10-21-2019, 06:35 PM.

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  • replied
    Does it make a different in performance how many "sections" you have as long as you use the same material for all of it? Doing one mesh for discrete items and just easier splitting them into sections.

    Also how does the UV maps work when you define them for each section? Does the plugin piece them altogether into one?

    Leave a comment:


  • replied
    Oh spoke too soon. Guess I didn't know what FaceIndex was well enough. "The FaceIndex is only set when using a triangle mesh for the query.".


    So is there a way to get which section was hit with a line trace?

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  • replied
    So I'm trying to get the section where a trace hit and having problems. I noticed there is "GetSectionIdFromCollisionFaceIndex" in the mesh component, the issue I'm having is the hit returned from World->LineTraceSingleByChannel always has FaceIndex -1.

    Leave a comment:

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