UEPlasticPlugin
RealtimeMeshComponent
UEPlasticPlugin | RealtimeMeshComponent | |
---|---|---|
1 | 7 | |
52 | 1,461 | |
- | 1.0% | |
9.6 | 8.4 | |
6 days ago | 15 days ago | |
C++ | C++ | |
- | GNU General Public License v3.0 or later |
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UEPlasticPlugin
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How often are you backing up, and how?
The engine plugin is outdated in UE4, especially 4.26. It has bugs and performance issues that got fixed upstream in the Plastic GitHub repo (https://github.com/PlasticSCM/UEPlasticPlugin). UE5 definitely has more recent versions that are likely good enough. Ultimately, the ability to keep the engine plugin updated is a timing thing since the engine only gets updated a few times a year and older versions stop getting updated altogether in less than a year.
RealtimeMeshComponent
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How to create a mesh programmatically?
Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent
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Rendering mathematical objects in UE
Yeah, u can do everything in UE. This kind of things have a common name of procedural generation. U can use build in options, write it yourself or use a 3rd party component, one of the popular ones is https://runtimemesh.koderz.io/
- Procedural Mesh causing performance issues
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Difference between Realtime Mesh Component from github and the marketplace?
I recently started learning ue5, and I wanted to make a random procedural terrain that creates itself on when the game starts. I almost finished it, and now I just need a faster way to create the terrain. I found the Realtime Mesh Component 5 from github, but there is also the same one with the same author on the marketplace for around 6$. What is the difference between the two of them? Thanks!
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How can I make a procedural terrain using a seed?
Personally, I generate voxel terrain with noise then mesh it using the realtime mesh component. This allows for fully 3d worlds with caves, overhangs etc and for runtime editable terrain.
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How to achieve this effect? (displacement + instances)
You could use the Runtime Mesh Component to deform the geometry itself. The deformations are handled on the CPU, so CPU access is required on the mesh. And you can also offload the work to another thread, so minimize/avoid blocking.
- UProceduralMeshComponent Question
What are some alternatives?
ALS-Community - Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes
ONE - On-device Neural Engine
VoxelPlugin - Voxel Plugin for Unreal Engine
UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
AirSim - Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research
UE4EasyLocalizationTool - This plugin introduces a way simpler method of localizing game made in Unreal Engine by simply importing CSV file into engine's localization files.
ActionRoguelike - Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
UE4EnhancedCodeFlow - This code plugin provides functions that drastically improve the quality of life during the implementation of game flow in C++.
DungeonGenerator - Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
ALSXT - Advanced Locomotion System Refactored with expanded Character States, Improved Foot Print system, Sliding, Vaulting and Wallrunning(XT)