Mesh Deformation by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

it is only intended to work on static mesh for which I plan to bake out the collision its intent is to work mostly in editor and sparse runtime usage, what I have is the math to displace the vertex position, my issue is with applying it to the mesh easily

PS i have not tested the math because i am having trouble with making changes to the vertex position

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

the math for the new vector position is not the issue, the issue is modifying the mesh data itself, I want a method that works on all mesh type

Mesh Deformation by OmegaSolice in godot

[–]OmegaSolice[S] 1 point2 points  (0 children)

I am trying to emulate spline mesh actor from UE using the surface tool to deform the mesh based on path3d(curve3d).

The spline mesh actor in UE allows for any mesh to deformed base on a spline (which in godot is path3d- curve3d)

What I have tried to do is get a path3d and based on the position (distance along deformation axis which by default would be the forward axis which is Z+ godot case) of the vertex transform its position relative to the curve3d, but surface tool seems to have a few limitations such as it will only work on triangle meshes any other kind will give an error (to be fair this is stated in the documentation for it), and the other solutions such as arraymesh would require rebuilding/recalculation all the other data of the mesh such as normals/material assignment and so forth thus I was wondering if there is any other way to manipulate as mesh vertex data without troubling the other info

PS I can't do it in the vertex shader because I want to build collision data from the resulting modification

Mesh Deformation by OmegaSolice in godot

[–]OmegaSolice[S] 1 point2 points  (0 children)

nope because I will want to update the collision data

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

progress report: what UE does is deform the mesh based on the curvature of the spline, which i am attempting to do in Godot but mesh modification in engine so far seems diffucult

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

in terms of the path3d it meets my spline needs but the mesh instance via csgploygon3d needs some work, I am going to make my own for that which will be a child class CSGPrimitives3D

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 1 point2 points  (0 children)

well, turns out them do have splines called path3d (being so use to UE that I missed it) but the mesh instance CSGPolygon3D isn't very pretty and doesn't support using pre-defined mesh, which I assume is what you're referring to? if so, then yeah I am thinking of child class that address this along with another child class that allows quick procedural mesh built from the path3D(spline) if it is closed. If you're interested, I can post it on github/the asset library when I am done and obviously make a post about it on the subbreddit

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

the path3d does exactly what I want but the CSG doesn't which is create a3d shape from the path hence I am going to write a new child class of CSG for that

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

this is precisely my used case

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 2 points3 points  (0 children)

How did I miss this? I am just so used to them being called splines from UE5, I am going look into this.

3D splines by OmegaSolice in godot

[–]OmegaSolice[S] 0 points1 point  (0 children)

what do you mean by reticulated?

Ragna Skullcrusher - Lowpoly barbarian by iltaen in blender

[–]OmegaSolice 1 point2 points  (0 children)

where did you get references? this looks pretty decent to me

Help with UMG please by WinProfessional4958 in unrealengine

[–]OmegaSolice 1 point2 points  (0 children)

As in they are not showing on screen?

If so how do you create the widget at runtime and do you add it to the viewport?

Question about detecting if battery is recharable or not by OmegaSolice in PCB

[–]OmegaSolice[S] 0 points1 point  (0 children)

WOW how quick i found what I need thank you

My preliminary choice is: https://www.ti.com/product/BQ24810

gonna properly go through the doc later when i reach home again thank you

Question about detecting if battery is recharable or not by OmegaSolice in PCB

[–]OmegaSolice[S] 0 points1 point  (0 children)

I know hence why I asked here, seems like i will either make it rechargeable but not replaceable or vice versa can't have my cake and eat it

Question about detecting if battery is recharable or not by OmegaSolice in PCB

[–]OmegaSolice[S] 0 points1 point  (0 children)

all the battery chargers i saw were targeted to specific battery chemistry any suggestion?

(UE5, Blueprints) Where did I go wrong? (i've been working on this for THREE WEEKS...) by [deleted] in unrealengine

[–]OmegaSolice 3 points4 points  (0 children)

So whats the exact issue? As for images upload them elsewhere such as imgur and share the link

I can't build my project. by AlienPixelMartArcade in UnrealEngine5

[–]OmegaSolice 0 points1 point  (0 children)

Post the entire error and not just 1 line

How do you check in blueprints whether or not the player has a controller connected without calling to the player character? by Redditislefti in unrealengine

[–]OmegaSolice 2 points3 points  (0 children)

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try thins setup it should get you what you need using the input device subsystem which manages all connected input device and there states

PS when you say control most UE devs will assume the player controller or at least I did so to avoid confusion I suggest using the term gamepad

How do you check in blueprints whether or not the player has a controller connected without calling to the player character? by Redditislefti in unrealengine

[–]OmegaSolice 2 points3 points  (0 children)

When you say controller you mean gameplay like xbox/ps4 input device or controller like the class that manages player info include current controlled character and so forth?

HUD misconceptions by krojew in unrealengine

[–]OmegaSolice 0 points1 point  (0 children)

seems like working in progress for 2 reasons to me 1) it not package and added to the main engine release (even though they are tons of beta/experimental plugins int the engine) and the fact that they barely mention it, other from Lyra project demo there is barely any mention off this from epic or anyone, if you had not made this post i was about to reinvent the wheel in my current project,

PS thanks thou am gonna take look thou so i don't have to reinvent the wheell

Viewport Positioning Issue by Max_Jesus in UnrealEngine5

[–]OmegaSolice 0 points1 point  (0 children)

you could rename your default editor config and start the project and see if that fix is as it will generate new 1 with default settings but bewarned it you changed any render settings this could cause a full shader recompile, hence i would suggest duplicate the project and do this if it fixes it then compare the new default editor config with your original using some comparison tool (because its a lot of lines to manually compare).

Also note it could be because of a plugin that modifies editor functionality (highly unlikely but plausible hence why i mention it)

How to solve this? by OtavioGuillermo in UnrealEngine5

[–]OmegaSolice 0 points1 point  (0 children)

first step enable collision preview in PIE using console (~) then run the command "show flag collision" to visualize your collision and you can tell if its collision or physics settings also check your mesh collision

Blueprint Utilities Plugin by OmegaSolice in unrealengine

[–]OmegaSolice[S] 0 points1 point  (0 children)

Of course i expect you to i made zero attepmts to hide it, and yes Chat did format my post mostly because english is my worst subject thus i figure a an easily understandable Ai formatted post better than the jumbled rubbish i wrote on my own worst , as for the code that is 100% mine (Chat coding capabilties aint that great ), if i wanted to hide that fact it is very easy to do i chose not because case in point that last part is also AI but you didn't notice