Heya! Looks great! I want a user to be able to spawn a mesh repeatedly along a spline they create from grabbing an object with the controller when in vr.. can your blueprints accomplish this? :)
It does. It uses procedural meshes and that's a built in feature of them. We also provide functionality to generate convex hulls for simple collisions/physics if needed.
You just need to enable "Show Plugin Content" and "Show Engine Content" to find all of the example content under "\MeshOpsPlugin Content\". I will likely make tutorial videos when I have the time. (answering for others, thanks for contacting directly I don't always check comments here)
Yeah, there's an async function that uses an AsyncTask that has an event delegate. (Not sure if async scheduling is a separate thing on its own though) & I don't have enough experience with replication to know, but at the very least there are functions to serialize the mesh data and then it should be able to be replicated manually. It is a UStruct with UProperties though. If you need more info or want to talk, feel free to email.
Ideally you don't want to transmit mesh data over the network. You just transmit realiable RPC's of the boolean operation and, and the transforms of where the boolean meshes are.
This is really great. Well done! Excellent Dev. work.
Heya! Looks great! I want a user to be able to spawn a mesh repeatedly along a spline they create from grabbing an object with the controller when in vr.. can your blueprints accomplish this? :)
How can I use this plugin to create an envelope shape?
can this sculpt a mesh into a shoreline without splines, prints, etc, or does the mesh need extra code added on it?
Does it remove collision where the carved space is in real time ? So objects can pass through ?
It does. It uses procedural meshes and that's a built in feature of them. We also provide functionality to generate convex hulls for simple collisions/physics if needed.
Can the heightmap be changed/updated at runtime?
Yes, everything can be done at runtime, you just have to call the same code again to update it.
@@vyrulent Thank's for letting me know
Can you make a video on how to install the product correctly. Features are excellent!
You just need to enable "Show Plugin Content" and "Show Engine Content" to find all of the example content under "\MeshOpsPlugin Content\". I will likely make tutorial videos when I have the time. (answering for others, thanks for contacting directly I don't always check comments here)
Do the booleans support async scheduling and can they be replicated? Looks amazing and I'm very interested in how much potential it has!
Yeah, there's an async function that uses an AsyncTask that has an event delegate. (Not sure if async scheduling is a separate thing on its own though) & I don't have enough experience with replication to know, but at the very least there are functions to serialize the mesh data and then it should be able to be replicated manually. It is a UStruct with UProperties though. If you need more info or want to talk, feel free to email.
Ideally you don't want to transmit mesh data over the network. You just transmit realiable RPC's of the boolean operation and, and the transforms of where the boolean meshes are.
will this work with ue5 lumen?
Not yet, It's something I'm looking into. It does work with UE5 though.
@@vyrulent Nice, keep work hard 🔥💪😤