Originally posted by pf_breton
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Guygasm replied
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Silver3D repliedOriginally posted by Tredigraph View Post
Yes, i know the Stream media source workflow, but i need an offline system for fast and reliable solutions.
I can't stream from url 360° videos without a proper connection (that in some case i might not have) and i have multiple video for each clients factory (so many GB of files).
Loading video from the phone storage is the only pratical solution i need to use right now.
Any android player can read from storage, i guess unreal won't allow that for security reason, but with the studio version i wish for a more "flexible" control over such matters.
Prince_By-Tor if there's a solution to this problem i'll be very interested in testing it. Thanks.
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Tredigraph repliedOriginally posted by Prince_By-Tor View PostTredigraph you should be able to stream a video from a URL if you use the Stream Media Source.
https://docs.unrealengine.com/en-us/...eamMediaSource
Maybe that would be a way get around your space limitations?
I can't stream from url 360° videos without a proper connection (that in some case i might not have) and i have multiple video for each clients factory (so many GB of files).
Loading video from the phone storage is the only pratical solution i need to use right now.
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Ro-Su- repliedTredigraph you should be able to stream a video from a URL if you use the Stream Media Source.
https://docs.unrealengine.com/en-us/...eamMediaSource
Maybe that would be a way get around your space limitations?
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Tredigraph repliedOriginally posted by pf_breton View Post
The new pixel streaming system is a way towards this type of workflow, where the same quality is available no matter what platform you use, provided that a powerful desktop runs the app somewhere
I'm also interested in how we can read video from storage for a buisness app to show 3D and video in the same vr space.
Unreal studio have the same limitation for the "movie" folder on mobile app and we can't put more than a video in the 2GB limits.
I don't know if is a permission reason or player limitation but we didn't find any solution for this problems yet.
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Daniele Barone repliedOriginally posted by pf_breton View Post
The new pixel streaming system is a way towards this type of workflow, where the same quality is available no matter what platform you use, provided that a powerful desktop runs the app somewhere
But is it a function that has yet to come out?
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pf_breton repliedOriginally posted by Silver3D View PostI'd really like a simple multiplayer system or template for android to build buisness meeting app and share virtual reality space.
The viewer template is not built to be "mobile friendly" and this is unfortunate
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Silver3D repliedI'd really like a simple multiplayer system or template for android to build buisness meeting app and share virtual reality space.
The viewer template is not built to be "mobile friendly" and this is unfortunate
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spinaze repliedOriginally posted by pf_breton View PostThose can be done now, provided that you get involved in blueprints.Originally posted by Anaximedes View PostAll of this is possible, (...) Programming puts the limits above on the sky...
Another thing that just popped up in my mind, is to have options for LOD settings immediately at the Unreal Studio CAD import menu:
The CAD import already has import settings for Chord Tolerance, Max Edge Length and Normal Tolerance, but only for single imports as far as I know. It would be great if some of these settings would directly result into different LOD's.
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Anaximedes repliedOriginally posted by kenpimentel View PostThat is pretty impressive Santiago!
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Anaximedes repliedOriginally posted by spinaze View PostHello, I would like to use Unreal engine to adjust interior arrangements in VR.
Therefore, I would like to have the functionality to import and export a data-table containing the positions of all objects in a level.- On one hand, I would like to automatically insert instances based on coordinates provided a .csv/data-table.
- On the other hand, I want to make changes in VR and store (export) the deviations.
- Or alternatively, set all changes back to their initial positions in that datatable.
- Also, if I add new items within Unreal based on existing instances, I want to export their coordinates.
https://www.dropbox.com/s/a5t01bsh6o...t2UE4.mp4?dl=0
Realtime exporting to Excel is possible, there are some good plugins in marketplace for doing it.
Here you can see how we did a RAL Color Scheme menu in VR for design decisions for bridge structures, all with blueprints:
https://www.dropbox.com/s/alx70lvcsv...AL_VR.mp4?dl=0
Programming puts the limits above on the sky...
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pf_breton repliedOriginally posted by spinaze View PostHello, I would like to use Unreal engine to adjust interior arrangements in VR.
Therefore, I would like to have the functionality to import and export a data-table containing the positions of all objects in a level.- On one hand, I would like to automatically insert instances based on coordinates provided a .csv/data-table.
- On the other hand, I want to make changes in VR and store (export) the deviations.
- Or alternatively, set all changes back to their initial positions in that datatable.
- Also, if I add new items within Unreal based on existing instances, I want to export their coordinates.
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spinaze repliedHello, I would like to use Unreal engine to adjust interior arrangements in VR.
Therefore, I would like to have the functionality to import and export a data-table containing the positions of all objects in a level.- On one hand, I would like to automatically insert instances based on coordinates provided a .csv/data-table.
- On the other hand, I want to make changes in VR and store (export) the deviations.
- Or alternatively, set all changes back to their initial positions in that datatable.
- Also, if I add new items within Unreal based on existing instances, I want to export their coordinates.
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