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oktomus avatar oktomus commented on July 27, 2024

On the other hand, the CalculatePI example works perfectly

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AskingQuestions avatar AskingQuestions commented on July 27, 2024

Thanks for the detailed report!

This is something that I neglected to mention in the docs but please make sure the material has the following:

  1. Material domain of Surface
  2. Blend mode of Opaque
  3. Shading model of DefaultLit
  4. Used With Virtual HeightfieldMesh enabled in the details panel

After that please click apply, if there are any errors please screenshot and share here (they should show up in the output panel)

image
image

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oktomus avatar oktomus commented on July 27, 2024

Hi,

I still have the same problem
image

So I tried to do exactly as you, meaning having a Material variable, and now it works.
image
image

It's super weird no?

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oktomus avatar oktomus commented on July 27, 2024

It crashes when using these nodes, I guess something is missing on the compute shader side to bind these values right ?
image

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AskingQuestions avatar AskingQuestions commented on July 27, 2024

It's super weird no?

Yeah, that's strange. Maybe there's a compilation error somewhere that got resolved with that swap.

It crashes when using these nodes, I guess something is missing on the compute shader side to bind these values right ?

Yeah, I suspect that something in the global view uniform buffer is missing. There's a spot in the main ComputeShader.cpp file that looks like this:

FViewUniformShaderParameters ViewUniformShaderParameters;

ViewUniformShaderParameters.GameTime = GameTime;
ViewUniformShaderParameters.Random = Random;

I'd take a look at what values that bounding box node uses and try to get those filled in the FViewUniformShaderParameters struct

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