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ue4voxelterrain's Introduction

UE4VoxelTerrain

Unreal Engine 4 procedural voxel terrian example (partially based on Transvoxel™ Algorithm by Eric Lengyel http://transvoxel.org/) This plugin provides tools to generate, visualize and in-game change volume terrain using voxels.

Unreal Engine 4 voxel terrian

Grass

Cave

Master branch tested with Unreal Engine 4.27.1 [Windows 10]

Warning

This version is discontinued due to UE5 release. Please use UE5 version.

UE5 version source code

https://github.com/bw2012/UE5VoxelTerrainDemo

Download playable demo

UE5 version: UE5VoxelTerrain-0.0.38.zip

UE4 version: UE4VoxelTerrain-0.0.23.zip

Features

  • Runtime terrain modification
  • Procedural landscape/caves generation
  • Level of details (per chunk)
  • Foliage
  • Up to 65535 terrain materials

Usage

  1. Install MS Visual Studio 2022
  2. Clone repository properly git clone --recursive https://github.com/bw2012/UE4VoxelTerrain.git
  3. This project uses git submodules. Make sure that project are cloned properly and folder UE4VoxelTerrain/Plugins is not empty.
  4. Open directory UE4VoxelTerrain
  5. Download Content.zip (~1.2Gb) and unzip it to Content folder
  6. Open project file with Unreal Engine 4.27
  7. Wait for compile UE4 KiteDemo shaders (first run may take long time)

ue4voxelterrain's People

Contributors

bw2012 avatar jvanegmond avatar

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ue4voxelterrain's Issues

Height map generation and terrain painting

Hi

I am trialing this solution for editable terrain in an upcoming title I am considering and think it is great so far. Only question is whether there is a way to generate the terrain off a heightmap (or convert a UE Landscape) and whether I can paint the terrain so I can have different areas like, grass, mud, rock etc..

Thanks in advance.

Issue Launching the Project

Hello, after getting the project files as well as the plugin files and putting them together in my Unreal Engine folder the program says "This project requires the DazToUnreal plugin which is $40 on the marketplace. After saying I do not want that plugin and disabling the plugin I am prompted with, "The following modules are missing or built with a different engine version: UE4VoxelTerrain, UnrealSandboxTerrain, UnrealSandboxToolkit Would you like to rebuild them now? If I press yes the rebuilding process fails and if I select no the project does not attempt to open. I changed the project between version 4.27, 4.26, and 5.0. I am not sure what to do at this point. I possibly inputted the files incorrectly into the folder. Please let me know. Thanks!
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Error while Loading

I cloned the Project multiple times but every Time I have Issues with the Version. I use UE 4 24.3 it would be great to hear from you.

digTerrainRoundHole is not thread-safe

Bug report from unreal engine forum PM:

I am trying to create deformation similar to tire tracks on mud.
I am doing simple tests with "digTerrainRoundHole" function and calling it every Tick. Which I know is optimal but I am just testing.
Its resulting in random crashes in 5-25 seconds.

I was testing at 30 fps and the bug was rare but at 60 fps, it happens a lot.

Cant Launch

Every time I try to launch I'm met with:

The following modules are missing or built with a different engine version:

UE4Editor-UE4VoxelTerrain.dll
UE4Editor-UnrealSandboxTerrain.dll
UE4Editor-UnrealSandboxToolkit.dll

I'm launching on 4.16 and made sure the plugins files were not empty.

Run problem on 4.13.1

Run on 4.13.1 have warning then missing UE4VoxeTerrain modules.
UE4Editor-EU4VoxelTerrain.dll
UE4Editor-UnrealSandboxTerrain.dll
Would you like to rebuild then now?

On click "Yes" project rebuilding and appearing Error: UE4VoxelTerrain could not be compiled. Try rebuilding from source manually.

stuck at 95% opening the project

using UE 4.26.0
reading the log file it seems is stuck at
"[2021.02.15-10.23.02:974][ 0]LogStaticMesh: Building static mesh HillTree_02..."

Editor Crash Issues with 4.17.2 and 4.18.3

Greetings. I tried your plugin firstly in 4.18.3 where I encountered a couple of build errors and warnings due to deprecated/obsolete functions/methods calls. I fixed them easily without issues. Firstly, the demo project worked great. I closed it and added UnrealSandboxTerrain plugin to my project. I place SandboxTerrainController inside my map but to my horror it just crashed every time I hit play. Then I tried to make a new blank project using 4.17.2 version. Fixed some warnings/errors again, I tried to play, same crash. In the end I tried to use the demo project with 4.17.2 version and it still crashed on play :(
I hope you can help me fix the issue. I attached the crash log file of the demo project below. Thank you and keep up the good work! 👍
UE4VoxelTerrain.log

Having issues getting the project running on UE4.20 / 21

I've downloaded the project, as well as the two plugins, put them into the plugins folder of the project and tried to run it. Not working.

I've tried to rebuild the project in Visual Studio, as well as deleting the saved/intermediate folders.

Not too familiar with grabbing projects from GitHub, so if you could let me know exactly how to download this (or a link to a page telling me how to) I'd be super grateful. Thanks!

4.20.1 not working

Would you mind migrating to 4.20.1? I'd rather not compile another version of UE4 (I'm on linux), it took quite some time.

Any ideas how to get this working on a Mac?

I have tried numerous suggestions from other types of projects to try to get this project running. Sadly, none have worked.

I was hoping yourself or one of your users may have some experience of installing and running this project under OS X.

Can't open project

When I try to open it, it says:

"The following modules are missing or built with a different engine version:

UE4Editor-UE4VoxelTerrain.dll
UE4Editor-UnrealSandboxTerrain.dll
UE4Editor-UnrealSandboxToolkit.dll

Would you like to rebuild them now?"

and if I press yes it says this:

"UE4VoxelTerrain could not be compiled. Try rebuilding from source manually."

I'm using the latest version of UE4.

Cannot compile libraries

Hello, I'm trying to get this awesome project working already for some hours but no luck.
It don't want to compile. The progress is the same like in this issue #19
only difference is the log error "Failed to produce item: C:\Test\UE4VoxelTerrain-master\UE4VoxelTerrain\Binaries\Win64\UE4Editor-UE4VoxelTerrain.dll". This pretty message says absolutely nothing to me :) Rest of the log is below.

OS: Win10 64
UE: 4.18.3
VS 2015
Your project at current master

Dou you have any advice for me? Or - maybe I would be ok with the binaries for v.4.18.3 but I didn't find them anywhere.

Thanks

UE4VoxelTerrain.log

Question

What is the last version that can still work in 4.15

I want to play around with this in the conan exiles devkit which is a custom ue4 4.15 editor
Just a fun experiment kinda thing :D

I see v0.0.9a was the last one made on 4.15
can i use a newer version then that that dosnt reley on any new features in newer engine versions?

How To Adjust Terrain Editor And Block Placing?

Hello,

I've poked around in the C++ code a bit. I have been able to mess with the mining tool successfully, but I cannot find where the inputs for it are (mouse 1 and mouse 2 specifically). They aren't in the character controller blueprint. Could you tell me where those are located so I can mess around with them?

Terrain not visible after launch

Hi!
When launching the level from the editor the terrain isn't visible in the finished level. It's visible in PIE after i start it there, but when packaged and run from an .exe the terrain is not there.

Any idea how to make it appear?

Doesn't seem to open with 12.5...

It wants me to attempt to rebuild some files manually from the source, but it's not building the files to be able to do so in the first place...

Adding new ground level materials

As I reviewed the code ther eis only 1 material which is as asset used to be grass+dirt and it is separated by lerp, but. I am not sure how it is possible to add new materials and stuff, because as I see in SandBoxVoxelGenerator it is making unsigned chars as material and I am pretty confused, cus I dont knwo how the complete system works, could you explain in few words what is the best way to do it? thank you

UE 4.21.2 not working

Your project is very nice, something I always want to do; but please help because 4.21.2 update is not working.

My Very little English, sorry


Missing UE4VoxelTerrain Modules
The following modules are missing or built with a different engine version:

UE4Editor-UE4VoxelTerrain.dll

Would you like to rebuild them now?
UE4VoxelTerrain could not be compiled. Try rebuilding from source manually.
I also encountered the same problem, I downloaded version 4.21.2, I am using ue4.21.2

UE4VoxelTerrain could not be compiled. Try rebuilding from source manually.


Missing UE4VoxelTerrain Modules

The following modules are missing or built with a different engine version:

UE4Editor-UE4VoxelTerrain.dll

Would you like to rebuild them now?
UE4VoxelTerrain could not be compiled. Try rebuilding from source manually.
I also encountered the same problem, I downloaded version 4.19.2, I am using ue4.19.2

A wiki is recommended for this project

Dear developer:
Can you please create a wiki which encompasses UE4VoxelTerrain and its plugins, or at least create an outline about what each file implements? For instance, write about which part or file is responsible for terrain generation and how did u manage to apply the noise system.
This would greatly help people who are yet not very experienced about terrain generation.
Thanks a lot :)

Missing UE4VoxelTerrain Modules

Im trying to open with 4.14.1 and i get:

Missing UE4VoxelTerrain Modules
The following modules are missing or built with a different engine version:
UE4Editor-UE4VoxelTerrain.dll
Would you like to rebuild them now?

After pressing yes it is starting to build and the that appears:

Error
UE4VoxelTerrain could not be compiled. Try rebuilding from source manually.

btw the fodler in the Plugins folder are both empty.

few issue i had trying to load this up and the fixes

Issue 1: 39-45% freeze. Have this issue all the time with the DefaultEngine.ini inside Config folder (Config/DefaultEngine.ini) on a lot of UE4 projects too because of updates to the engine I guess but..

[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False
r.SupportSkyAtmosphereAffectsHeightFog=True

To get it to pass 45% gotta delete these lines or change them to opposite values.. Dunno why but I always have issues starting up project for first time because of RenderSettings.. Always something different but anytime I freeze around 45% its because of RenderSettings.

Issue 2: Freeze at 89% 91% 92% because of KiteDemo, in particular HillTree_02 - So basically the tree in the provided Content folder (\Content\KiteDemo\Environments\Trees\HillTree_02.uasset) You gotta either remove the tree or bring it to a different project to just load the thing. If you have a beast PC you probably won't have this issue but on low end or medium range PCs KiteDemo is an absolute abhorrent that will freeze your PC because the textures/materials/shaders etc in it are gigantic. Maybe use a different tree. I remember this tree use to work fine but since a few updates to UE4 ago it became broken.

Issue 3: Plugins folder is empty on first download of master file for me, So that will cause issues too, go UnrealSandboxToolkit and UnrealSandboxTerrain

Issue 4: Generating Project Files.. issue people have that I had are just not able to load after they do it because of this KiteDemo, so they may be fixing the project file issue but the KiteDemo isn't allowing that first load, and is also causing issues building so I build without the Content folder first, then put the Content folder in then removed the KiteDemo HillTree_02 and worked fine.

Can't Locate C++ Exclusive Features

Hello,

I've poked around in the C++ code a bit. I have been able to mess with the mining tool successfully, but I cannot find where the inputs for it are (mouse 1 and mouse 2 specifically). They aren't in the character controller blueprint. Could you tell me where those are located so I can mess around with them?

4.17 Crash when hitting play.

On the initial start up map, and others, it crashes when hitting play, it generates regions up to 29 or 19 and crashes. I mad the necessary changes to get to at least compile, minus a bunch of deprecation warnings.

Compilation errors

Running Mono...

Setting up Mono
/Users/Shared/UnrealEngine/4.14/Engine /Users/Shared/UnrealEngine/4.14/Engine/Binaries/Mac
Compiling with MacOSX SDK 10.11
@progress push 5%
Parsing headers for UE4VoxelTerrainEditor
Running UnrealHeaderTool "/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/UE4VoxelTerrain.uproject" "/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Intermediate/Build/Mac/UE4VoxelTerrainEditor/Development/UE4VoxelTerrainEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for UE4VoxelTerrainEditor in 6.205086 seconds
@progress pop
Performing 16 actions (4 in parallel)
[4/16] Compile Module.UnrealSandboxTerrain.cpp
[2/16] Compile Module.UnrealSandboxToolkit.cpp
[1/16] Compile UE4VoxelTerrain.h
[3/16] Compile UnrealSandboxToolkit.generated.cpp
[5/16] Compile UnrealSandboxTerrain.generated.cpp
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:3:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/ContainerComponent.cpp:13:2: warning: 'bWantsBeginPlay' is deprecated: bWantsBeginPlay was inconsistently enforced and is now unused Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
bWantsBeginPlay = true;
^
Runtime/Engine/Classes/Components/ActorComponent.h:193:9: note: 'bWantsBeginPlay' has been explicitly marked deprecated here
uint32 bWantsBeginPlay:1;
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:4:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/SandboxCharacter.cpp:17:14: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
CameraBoom->AttachTo(RootComponent);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:4:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/SandboxCharacter.cpp:20:16: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:4:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/SandboxCharacter.cpp:348:14: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
GetMesh()->AttachTo(GetCapsuleComponent(), NAME_None, EAttachLocation::SnapToTargetIncludingScale);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/SandboxEnvironment.cpp:144:2: error: use of undeclared identifier 'gmtime_s'; did you mean 'gmtime_r'?
gmtime_s(&ptm, &rawtime);
^~~~~~~~
gmtime_r
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/time.h:125:12: note: 'gmtime_r' declared here
struct tm gmtime_r(const time_t * __restrict, struct tm * __restrict);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxToolkit/Module.UnrealSandboxToolkit.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxToolkit/Source/UnrealSandboxToolkit/Private/SandboxEnvironment.cpp:144:11: error: cannot initialize a parameter of type 'const time_t ' (aka 'const long ') with an rvalue of type 'tm '
gmtime_s(&ptm, &rawtime);
^~~~
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/time.h:125:46: note: passing argument to parameter here
struct tm gmtime_r(const time_t * __restrict, struct tm * __restrict);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:5:
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:4:
In file included from ../../../../../DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Public/TerrainZoneComponent.h:6:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.h:26:23: warning: declaration shadows a field of 'USandboxTerrainMeshComponent' [-Wshadow]
void SetLodFlag(bool bLodFlag) {
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.h:43:7: note: previous declaration is here
bool bLodFlag;
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:311:18: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
ZoneComponent->AttachTo(RegionComponent);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent
InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:317:20: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
TerrainMeshComp->AttachTo(ZoneComponent);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent
InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:325:22: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
CollisionMeshComp->AttachTo(ZoneComponent);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent
InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:5:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:359:65: warning: declaration shadows a local variable [-Wshadow]
bool operator()(VoxelData
vd, FVector v, float radius, float strength) {
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:353:84: note: previous declaration is here
void ASandboxTerrainController::digTerrainRoundHole(FVector origin, float r, float strength) {
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:402:65: warning: declaration shadows a local variable [-Wshadow]
bool operator()(VoxelData
vd, FVector v, float radius, float strength) {
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainController.cpp:396:83: note: previous declaration is here
void ASandboxTerrainController::digTerrainCubeHole(FVector origin, float r, float strength) {
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:6:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.cpp:208:26: warning: declaration shadows a local variable [-Wshadow]
FProcMeshSection& SrcTransitionSection = Component->ProcMeshSections[SectionIdx].transitionMeshArray[i];
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.cpp:206:24: note: previous declaration is here
FProcMeshSection& SrcTransitionSection = Component->ProcMeshSections[SectionIdx].transitionMeshArray[0];
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:7:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxVoxeldata.cpp:405:61: warning: field 'extractor' will be initialized after field 'meshSection' [-Wreorder]
MeshHandler(VoxelMeshExtractor* e, FProcMeshSection* s) : extractor(e), meshSection(s) { }
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Development/UnrealSandboxTerrain/Module.UnrealSandboxTerrain.cpp:10:
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/TerrainZoneComponent.cpp:284:33: warning: 'AttachTo' is deprecated: This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]
InstancedStaticMeshComponent->AttachTo(this);
^
Runtime/Engine/Classes/Components/SceneComponent.h:606:7: note: 'AttachTo' has been explicitly marked deprecated here
bool AttachTo(USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = false);
^
In file included from /Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Inc/UnrealSandboxTerrain/UnrealSandboxTerrain.generated.cpp:10:
In file included from ../../../../../DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Intermediate/Build/Mac/UE4Editor/Inc/UnrealSandboxTerrain/UnrealSandboxTerrain.generated.dep.h:15:
../../../../../DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.h:26:23: warning: declaration shadows a field of 'USandboxTerrainMeshComponent' [-Wshadow]
void SetLodFlag(bool bLodFlag) {
^
../../../../../DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Plugins/UnrealSandboxTerrain/Source/UnrealSandboxTerrain/Private/SandboxTerrainMeshComponent.h:43:7: note: previous declaration is here
bool bLodFlag;
^
4 warnings and 2 errors generated.
[6/16] Compile UE4VoxelTerrain.generated.cpp
1 warning generated.
[7/16] Compile MainHUD.cpp
[8/16] Compile SystemInfoWidget.cpp
[9/16] Compile UE4VoxelTerrainGameMode.cpp
[10/16] Compile UE4VoxelTerrainCharacter.cpp
[11/16] Compile UE4VoxelTerrainPlayerController.cpp
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainPlayerController.cpp:57:13: error: no member named 'round' in namespace 'std'; did you mean simply 'round'?
Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::round(Tmp.Z));
^~~~~~~~~~
round
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/math.h:490:15: note: 'round' declared here
extern double round(double);
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainPlayerController.cpp:57:32: error: no member named 'round' in namespace 'std'; did you mean simply 'round'?
Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::round(Tmp.Z));
^~~~~~~~~~
round
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/math.h:490:15: note: 'round' declared here
extern double round(double);
^
/Users/DAVID/UE4VoxelTerrain/UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainPlayerController.cpp:57:51: error: no member named 'round' in namespace 'std'; did you mean simply 'round'?
Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::round(Tmp.Z));
^~~~~~~~~~
round
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/math.h:490:15: note: 'round' declared here
extern double round(double);
^

Can't pack

I use 4.20,it's Compiled,It works fine with the editor。but it's Can't pack。

This is why : LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

Looking forward to your reply

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