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View Code? Open in Web Editor NEWUnreal Engine smooth voxel terrain plugin
Home Page: http://unrealsandbox.github.io/
License: MIT License
Unreal Engine smooth voxel terrain plugin
Home Page: http://unrealsandbox.github.io/
License: MIT License
Was trying to add the option to use X, Y, Z sizes instead of the radius so you could use a beam of 1x2x4 for instance for digging, but found out that radius is tied to a lot of stuff. So I am not sure if this should be in Issues or somewhere else, but the possibility to use a beam of size X by Y by Z would be a nice option to have.
Was also trying to see how to do this but with a direction Vector to it (So a beam facing a certain direction instead of just straight up or down) but that is probably a whole new realm of problems.
Hi, great plugin with great potential! This might be a silly question but I'm having problems figuring out how to utilize/set up different materials beside the Regular and Transition materials (as in the "support for 65535 materials"). Any documentation or snippets (or hints) you can share about that?
i have some c++ code for the project im willing to provide but i need someone to help me make it usable as a sort of menu in ue5.1 so i can test it first.
Any ideas how to fix the issue in i.e. kvdb.h that Unreal does not find std::shared_mutex anymore ?
use generated LOD data to render terrain zone
As the error says, im using the newest branch v11, any help would be appreciated
I would like to suggest several point:
Is it possible to build the terrain in the editor?
If not can you make the default terrain destructible? I am only looking for partial destruction on terrain created by the editor.
Looks like that the compiler under Linux (-Werror, -Wdelete-non-abstract-non-virtual-dtor) is more strict and does not allow the non-virtual destructor in VoxelData and so complains about various delete calls. Cmp. https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#Rc-dtor-virtual
Yet, that results in a fatal error in
libUE4Editor-UnrealSandboxTerrain.so!polygonizeVoxelGridWithLOD(TVoxelData const&, TVoxelDataParam const&) [UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxVoxeldata.cpp:796]
libUE4Editor-UnrealSandboxTerrain.so!ASandboxTerrainController::GenerateMesh(TVoxelData*) [UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:1486]
...
after some (short) time running. Further investigating ...
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