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View Code? Open in Web Editor NEWRuntime Procedural Terrain Generator for UnrealEngine
License: MIT License
Runtime Procedural Terrain Generator for UnrealEngine
License: MIT License
Hello,
It seems that a black texture is randomly applied on the CGTiles generated when the plugin is used with UE4.20.3. This issue does not exist on UE4.18 and UE4.19. This weird texture is applied on top of the existing material.
Any idea where it comes from and how to remove it ?
Regards,
Hi, when downloading the plugin and UnrealFastNoise and adding them to a project, I'm getting the following errors when compiling for Unreal 4.25:
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/Struct/CGLODMeshData.h(13) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/Struct/CGLODConfig.h(19) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/Struct/CGLODConfig.h(22) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/Struct/CGLODConfig.h(25) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/CGTerrainManager.h(31) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>E:/Program Files/Epic Games/UE_4.25/Engine/Plugins/cashgenUE/Source/CashGen/Public/CGTerrainManager.h(63) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
Is there something extra I need to do to tackle this, or is this a bug?
Hi Midgen , first of all again a great plugin.
I woud like to know how to set up foliage for the plugin .
FG
Hi,
I am using your plugin in a project, it's absolutely great ;-)
In the editor, everything works perfectly, but once packaged, there seems something wrong with collision (or LOD) calculation.
The terrain part which is calculated at startup is running fine, but once the player get further in the world, it looks like the map is redrawn, and the player falls through the world.
I even have this when packaging you demo project.
Any ideas ?
I've gotten everything to work, including the collision, but when I walk over the border between two tiles I fall through the ground.. I can jump over it and land on the next tile, so I know the adjacent tiles have collision, but if I try to walk to them I fall through..
Any idea what could be causing this?
Added a CGTerrainTracker as component to a characterBP. The next time I restart Unreal Engine + my project, I get an error saying it couldn't find the module (or something). When I go back into the characterBP, the CGTerrainTracker is completely missing.
I tried setting the CGTerrainTracker directly by blueprint (Add CGTerrain Tracker Component) directly after Event BeginPlay, which works, but the next time I restart the project, the component in the dashboard is "empty", and only named "Add Component", sayin ERROR. Every knowledge of CG is lost.
It seemed like the entire Unreal application didn't know that cashgen existed at initialization, so I googled to see if I could affect the order of initialization of plugins. I found the enum ELoadingPhase.
I just opened the CashGen.uplugin and changed "LoadingPhase": "Default" to "LoadingPhase":"PostConfigInit". This fixed everything.
I have no idea how to do pull requests etc, so.. here I am.
But if there is a better way to solve this, e.g if there is a priority/order-list of plugins, please let me know:)
Getting this warning when try open editor.
'Missing or incompatible modules in OceanPlugin plugin - would you like to disable it? You will no longer be able to open any assets created using it.'
When I press 'Yes', get this message and editor crushes.
'Plugin 'OceanPlugin' failed to load because module 'OceanPlugin' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.'
What should I do for this?
Thanks :)
Hello,
I want to start an actor moving when the initial terrain is complete. I try to access to the event OnTerrainComplete() of the CGTerrainManager from the actor ticking function (C++) but with no success. How would you do such as thing ?
It might be import to notice that my actor isn't the actor whose the CGTerrainTracker is attached to.
Many thanks,
Amazing jobs first. Read your project, I got a question that can this project generate terrains based no just 2D image but real 3D terrian. Like what if there are two points in the terrian with same (x,y) coordinate but different z label? Will the program break?
The updated RMC has significant changes to the mesh data structures that are going to need a decent amount of refactoring work.
I put cashgen, runtime mesh component and unreal fast noise under the plugin folder, modified the plugin file of cashgen by setting "enabled by default" trye, and added the dependencies in the build.cs file. Unreal says that cashgen cannot be loaded because of an unknown error.
I'm using unreal 4.15.3.
I can find RMC plugin just in 4.16.....
And I try to use this plugin in 4.16, But I can't get the plugin content, I check the open content view, And I get the plugin content folder, but there is nothing...
I try to move uassets under plugin content directly to my content folder...still nothing show in my UE4 Editor...
Any help?
Thanks a lot!
Hi!
When I try to compile at UE4.24 I get the following errors:
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(25): error C2061: syntax error: identifier 'function'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(89): note: see reference to class template instantiation 'TCGObjectPool<T>' being compiled
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(66): error C2061: syntax error: identifier 'function'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(81): note: see reference to class template instantiation 'TCGObjectPool<T>::Impl' being compiled
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(25): error C2039: 'function': is not a member of 'std'
A:\Programme\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\condition_variable(27): note: see declaration of 'std'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/CGObjectPool.h(130): note: see reference to class template instantiation 'TCGObjectPool<T>' being compiled
with
[
T=FCGMeshData
]
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/Struct/CGJob.h(27): note: see reference to class template instantiation 'TCGBorrowedObject<FCGMeshData>' being compiled
Error executing A:\Programme\EpicGames\UE_4.24\Engine\Build\Windows\cl-filter\cl-filter.exe (tool returned code: 2)
Module.CashGen.cpp (0:02.36 at +0:28)
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(25): error C2061: syntax error: identifier 'function'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(89): note: see reference to class template instantiation 'TCGObjectPool<T>' being compiled
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(66): error C2061: syntax error: identifier 'function'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(81): note: see reference to class template instantiation 'TCGObjectPool<T>::Impl' being compiled
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(25): error C2039: 'function': is not a member of 'std'
A:\Programme\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\condition_variable(27): note: see declaration of 'std'
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(130): note: see reference to class template instantiation 'TCGObjectPool<T>' being compiled
with
[
T=FCGMeshData
]
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen/Public/Struct/CGJob.h(27): note: see reference to class template instantiation 'TCGBorrowedObject<FCGMeshData>' being compiled
A:/Unreal Engine/VRZeppelin/Plugins/CashGen/Source/CashGen/Private/CGTerrainGeneratorWorker.cpp(42): error C2660: 'TCGObjectPool<T>::Borrow': function does not take 1 arguments
with
[
T=FCGMeshData
]
A:\Unreal Engine\VRZeppelin\Plugins\CashGen\Source\CashGen\Public\CGObjectPool.h(25): note: see declaration of 'TCGObjectPool<T>::Borrow'
with
[
T=FCGMeshData
]
Do u have an idea how to fix it?
Hi.
I noticed that you have updated the CG_World branch with collision. But I'm not getting any collision even with the Collision Enabled checked. Even in a fresh project, everything compiles and no errors given. There are still no collision.
cashGen can not compile,I do not know why? this is the log.
Module.CashGen.cpp
C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\cashgenUE-4.17\Source\CashGen\Private\CGTerrainGeneratorWorker.cpp(312): error C2039: ??SetNormalAndTangent??: ???ǡ?FRuntimeMeshVertexSimple???ij?Ա
c:\users\lianghongjun\desktop\runtimemeshcomponent-examples-master\plugins\runtimemeshcomponent-master\source\runtimemeshcomponent\public\RuntimeMeshGenericVertex.h(718): note: ?μ???FRuntimeMeshVertexSimple????????
C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\cashgenUE-4.17\Source\CashGen\Private\CGTile.cpp(113): error C2039: ??bShouldSerializeMeshData??: ???ǡ?URuntimeMeshComponent???ij?Ա
C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\RuntimeMeshComponent-master\Source\RuntimeMeshComponent\Public\RuntimeMeshComponent.h(17): note: ?μ???URuntimeMeshComponent????????
C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\cashgenUE-4.17\Source\CashGen\Private\CGWorldFace.cpp(25): error C2039: ??bShouldSerializeMeshData??: ???ǡ?URuntimeMeshComponent???ij?Ա
C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\cashgenUE-4.17\Source\CashGen\Public\CGWorld.h(8): note: ?μ???URuntimeMeshComponent????????
ERROR: UBT ERROR: Failed to produce item: C:\Users\lianghongjun\Desktop\RuntimeMeshComponent-Examples-master\Plugins\cashgenUE-4.17\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-CashGen.lib
Total build time: 19.58 seconds (Local executor: 0.00 seconds)
LogInit: Warning: Still incompatible or missing module: UE4Editor-CashGen.dll
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (38)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (36)
LogModuleManager: Shutting down and abandoning module PropertyEditor (35)
LogModuleManager: Shutting down and abandoning module AudioEditor (32)
LogModuleManager: Shutting down and abandoning module TextureCompressor (30)
LogModuleManager: Shutting down and abandoning module ShaderCore (28)
LogModuleManager: Shutting down and abandoning module Landscape (26)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (24)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (22)
LogModuleManager: Shutting down and abandoning module D3D11RHI (20)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (18)
LogModuleManager: Shutting down and abandoning module Renderer (16)
LogModuleManager: Shutting down and abandoning module Engine (14)
LogModuleManager: Shutting down and abandoning module CoreUObject (12)
LogModuleManager: Shutting down and abandoning module NetworkFile (10)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (8)
LogModuleManager: Shutting down and abandoning module StreamingFile (6)
LogModuleManager: Shutting down and abandoning module SandboxFile (4)
LogModuleManager: Shutting down and abandoning module PakFile (2)
LogExit: Exiting.
https://drive.google.com/open?id=1XVSJo4T_GLvvU5P1cUcoFG_UGz6TUdLp
Unreal Engine version is 4.16. Thanks! :)
why your new version deleted biome generation?? That is a really handsome feature. Hope you can add it in new version
Looks like it was removed in 835090a
Everything is fine on my Windows client but when I try to build on a Linux dedicated server, I get the following error:
UnrealBuildTool: ERROR: System.IO.FileNotFoundException: Could not find file "/.../Plugins/cashgenUE/Intermediate/Build/Linux/B4D820EA/UE4Editor/Inc/CashGen/CGMeshdata.generated.h"
This is CentOS 7, clang 3.5 and UE 4.17.1
Multiplayer support is in the pipeline. Check the MULTIPLAYER_REFACTOR branch. Core functionality complete but I want to test more before merging to main.
Re-work plugin, reduce to a single actor with multiple RMC, switch to central pooled mesh data repo, change threading model.
Awesome work and thanks a lot for sharing.
I have a problem when using this plugin to explore a large map :(
I add a CGTerrainTrackerComponent to the default player (ThirdPersonCharacter), the tile the player stands on is always empty and will be filled until the player leaves it.
While if I add a CGTerrainTrackerComponent to the default gamemode, it will be empty all the time.
Could you tell me how to fix this? ( I post a reply aobut this on the Unreal Engine Forums.)
Any suggestion is appreciated :-)
Terrain material in sample content folder contains unused nodes. That should be simple to fix myself. :)
Thanks for providing this plugin, it's helping me get up to speed with some UE features.
I have a question about the last two steps in the setup in README:
5. Open the project, and add a CGTerrainManager.
6. On the beginplay event, call the SetupTerrain method.
I have a C++ game mode, and I have an override for the BeginPlay()
method:
#include "CashGen/TerrainManager.h"
void AProcTerrainC2GameModeBase::BeginPlay()
{
Super::BeginPlay();
SetupTerrain();
}
First off, the include
is wrong, but I'm not sure how to include something from a plugin, the plugin content doesn't seem to be visible in my VisualStudio project.
Second, this SetupTerrain call, I have a feeling your instructions might be talking about calling it in a Blueprint... is there a way to do this all in C++? I'm really trying to avoid Blueprints as much as possible. If you could help me figure this out I'd appreciate it!
Implement world origin rebasing
Do you have any idea how I could add random sized and positioned craters using the plugin ?
Cheers,
I installed and added like in the description, terrain is built but the character is just falling through the tiles.
(I used your sample level and BP to create the tiles, so no modifications from me whatsoever)
Any clue why that is?
Btw: +100 for this plugin!!!
Will be using it in a Dwarf Fortress World Explorer
I think it should be noted that one need to import 3rd person character (default content) otherwise samples does not work. My case : pure c++ project without starter content..
Currently says:
Procedural Terrain Generator for UnrealEngine 4.10
Should say:
Procedural Terrain Generator for UnrealEngine 4.12
please explain how can i create my own flat landscape.
thanks
Create biome defintion data model including heightmap generation parameters and scattering configuration.
I'm currently trying to learn UE4 and found this amazing project. Thank you very much for publishing it :)
I saw some of your videos online where you also spawned foliage into the world, but I couldn't figure out how to do that. The procedural foliage spawner from the Kite Open World Demo in UE4 doesn't seem to work with the generated terrain as it complains about not finding a surface to put foliage on. Did you write a spawner yourself? Is it published somewhere?
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