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procedural-cities's Issues

Looping 360 the same value when calculation best rotation for initial FRoadSegment

Hi,

First of, what a great project!

I think I found a small bug though.

When you spawn the initial road in Spawner.cpp
You rotate 360 degrees to find the best rotation for the initial segment, however it doesn't use the calculated variable 'Testpoint'.

So currently it loops 360 times around point 0,0.
Which is pretty pointless (sorry couldn't resist the pun ;) )

Anyway this line:

if (NoiseSingleton::getInstance()->noise(point.X, point.Y) > bestVal) {

All 'point' should be 'testPoint'. (also the line below it ofc)

Sidenote: Also NoiseSingleton::getInstance()->noise( is called twice, it might be better to store it in a temporary value to improve performance.

Building your project

Hi!

Your project looks great, but I cannot seem to get it to compile on Ubuntu 18.04 targeting Unreal Engine 4.19.

My error messages are:

error: '&&' within '||' [-Werror,-Wlogical-op-parentheses]
error: call to 'abs' is ambiguous

I do not really care about UE's version so if you got it to work with a precise version I'd be willing to give it a shot.

Procedural

Great Tool really, thanks for sharing it!!
I have some questions.First, Is this only generated runtime??I mean, if i want to use this , i must make them fixed (So, Can I turn the whole city to static meshes?? Or If given heatmaps, Is the city generated the same each runtime??Second, I can not generate interiors , this is strange. Does it need some settings to generate interiors?? Can you give some tutorials about this software?
Thank you very much and again, Great work

Plugin

Hi!

Any chance to get this wrapped up in a plugin? :)

Nice work!

No Buildings Generated

It seem that no buildings are generated. I see streets, lights, and the things on top of buildings; but no buildings! When looking at the log I see a bunch of warning like this:

LogTemp: Warning: dist between start and end: 7150.078125
LogActor: Warning: ProcMeshActorBp_C /Game/FirstPersonCPP/Maps/UEDPIE_0_standardmap.standardmap:PersistentLevel.ProcMeshActorBp_C_688 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily
LogTemp: Warning: dist between start and end: 7150.046875
LogActor: Warning: ProcMeshActorBp_C /Game/FirstPersonCPP/Maps/UEDPIE_0_standardmap.standardmap:PersistentLevel.ProcMeshActorBp_C_689 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily
LogTemp: Warning: dist between start and end: 7150.045898
LogActor: Warning: ProcMeshActorBp_C /Game/FirstPersonCPP/Maps/UEDPIE_0_standardmap.standardmap:PersistentLevel.ProcMeshActorBp_C_690 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily
LogTemp: Warning: dist between start and end: 7150.028320
LogActor: Warning: ProcMeshActorBp_C /Game/FirstPersonCPP/Maps/UEDPIE_0_standardmap.standardmap:PersistentLevel.ProcMeshActorBp_C_691 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily
LogTemp: Warning: dist between start and end: 9049.761719

I'm running 4.20.3. Pulled from master today.

Screenshots from the blueprints

Well, I'll share this with you, maybe somebody can find this useful.

I'm a Unity3D dev and I don't have the possibility to have Unreal Engine on all of my computers, as long as I port the code of this project, but is nice to have a screenshot to follow the flow of this application in order to port it.

RoadGeneration until PlotGeneration
image

PlotGeneration until House placement:
image

Maybe I'm missing Room generation.

Make procedurally generates meshes destructible

First off, this is an awesome project that’s been undertaken. Very nice.

But I do have a question.

Where would be the best place to hook into this code to allow for the runtime meshes generated to be made into destructible meshes, using the APEX plugin?

Thank you

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