Daniel DeEntremont

dandeentremont

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GameDev LOD Hierarchy+Custom Collision for UE4 May 16, 2024, 10:46 a.m.

Marek_Netzel
So few month have past since my initial reply. There are few additional things to say.

In UE5 there seems to be not convex collision meshes limit, you can put 1000 So there is no need to monitor what convexde composition SOP is generating.

The other thing is that you can actually export from SOP context with rop_fbx. You simply add primitive string attribute "name" with correct names per LOD stream.

"LODGroup/LOD0"
"LODGroup/LOD1"
"LODGroup/LOD2"
"LODGroup/LOD3"

and

"UCX_LOD0_0"
"UCX_LOD0_1"
"UCX_LOD0_2"

for convex collision shapes where the number at the end corresponds to segment attribute from convex decomposition SOP.
You can put a primitive wrangle after it and put
@name = "UCX_LOD0_" + itoa(i@segment);

During save don't for to toggle "Build Hierarchy from Path Attribute" in the rop_fbx and change standard "path" to "name".
When importing in unreal toggle "Import Mesh LODs" in the importing dialog (Mesh section).
THANK you!

Crowd Simulations and Redshift Slow Rendering Oct. 6, 2021, 3:21 p.m.

This solution (Instance SOP Level Packed Primitives) seems to sync up every crowd agent with the same anim, so its uses are very limited.