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View Code? Open in Web Editor NEWMagicaVoxel VOX Format import plugin for Unreal Engine 5
License: MIT License
MagicaVoxel VOX Format import plugin for Unreal Engine 5
License: MIT License
After importing to UE5, models will flicker when viewed from above in the editor. (In game or in the static mesh previewer)
Compiling for UE5 functions perfectly.
The import process works for files created under MagicaVoxel 99.6.4
This will occur with all models that are imported using Vox4u. (does not appear to be a specific model causing the problem)
Flickering appears to only occur from certain angles -- usually from above
converting the static mesh to nanaite solves the issue
exporting the model as OBJ (from magica) and then importing to the engine functions properly (tho its not nearly as nice as this great plugin!)
exporting the static mesh to FBX from within the engine and reimporting solves the issue
EXPORT_StaticChar_Knight has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.
EXPORT_StaticChar_Knight has some nearly zero bi-normals which can create some issues. (Tolerance of 1E-4)
Hi,
Is it possible to use this plugin to dynamically import models at runtime?
auto EditorOnly = Material->GetEditorOnlyData();
EditorOnly->ExpressionCollection.AddExpression(Expression);
EditorOnly->BaseColor.Expression = Expression;
I am getting the error that GetEditorOnlyData does not exist in UMaterial.
Hi,
Any chance for the plugin to be updated for Unreal Engine 5?
Would it be possible to update this plugin to 4.17 or 4.18?
When importing a .vox file created with MagicaVoxel version 0.99, I get some weird colored voxels.
When importing as static mesh, I can quickly fix this by manually importing the correct palette.png -- but I'd like to import as voxels (cube instances) and that would require manually fixing the color of every material instance.
Models I created with MagicaVoxel 0.98.2 work great!
I will just stick with that for now. I can even open the 0.99-file in MV 0.98.2, then export it and import it into UE4, now with correct colors.
MagicaVoxel 0.99 allows for multiple models to exist in one file. Maybe that makes some troubles?
It would be neat to have them imported as separate VoxelActors.
No Issue
How did you create that blocky destructible meshes?
Great plugin! I noticed that the 'reimport asset' option doesn't seem to update the models though.
Unreal 4.19.1
i am having issues to package the project it always stuck on 130 packages
I have been trying to solve this problem for two days please help
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3563MiB
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_53 in PCD3D_SM5, Default, SM5 (DDC key hash: 145126A95CF19EC44E1C6AC6880840591FE34142), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3605MiB
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_105 in PCD3D_SM5, Default, SM5 (DDC key hash: 4FEDD540BB20A8C0FF5C7EF7032DBA5C490F704F), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3605MiB
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_133 in PCD3D_SM5, Default, SM5 (DDC key hash: 0AA0B3F7227F1638CBB7B8018FEB8B9032BF85D7), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
steps:
export .vox from magica voxel with multiple vox files in one .vox,
import into unreal as a single vox file.
observe crash
engine version 4.25
Is it possible to use this under ue5.3?
Now UE5.3 asks for a recompile and it fails.
Hello! I have installed the plugin and seem to only be able to import vox files as static meshes. Whenever I try to import as a destructible mesh or vox, the editor freezes and becomes unresponsive.
The only resolution is to force close the editor. This is occurring on a Win 10 PC with UE4 4.19.2. I installed the plugin by downloading the 4.19.2 binaries and adding them to the plugin folder. The plugin appears in the plugin list and is enabled.
Any help would be greatly appreciated!
Hello,
Thank you for bringing VOX4U back to live.
I am having issues to package the project, this is what it says:
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" -cook -stage -archive -archivedirectory="D:/Projects/2. DeadMonkey/GGJTest" -package -clientconfig=Develo
pment -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: D:\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe GGJTest Win64 Development -Project="D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" "D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" -NoUBTMakefiles -remoteini="D:\Projects\2. DeadMonkey\GGJTest" -skipdeploy -noxge -generatemanifest -N
oHotReload
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build.
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find definition for module 'VOX4U' (referenced via default plugins -> VOX4U.uplugin)
UATHelper: Packaging (Windows (64-bit)): Took 0.639736s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe GGJTest Win64 Development -Project="D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" "D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" -NoUBTMakefiles -remoteini="D:\Projects\2. DeadMonkey\GGJTest" -skipdeploy -n
oxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.01.28-01.19.43.txt'
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Oliver\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Hi,
i try to import the MagicaVoxel template vox models to UE 4.26 with your plugin.
But after pressing import, UE crashes. Bevor crashing the Content Browser shows some files. But after restart the files are gone.
I´m working with win10 x64 and MagicaVoxel 0.99.6.3
Hi,
When i import a magicavoxel file intro unreal 5.1 the engine is very slow, i have to delete the asset i imported to make it running well again.
Anyone knows why?
After I press import or import all, Unreal Engine crashes and returns this error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: -1 from an array of size 256
UnrealEditor_VOX4UEditor!UVoxelFactory::CreateVoxel() [D:\Users\Mikiya\Projects\GitHub\VOX4UPlugin\Intermediate\VOX4U\HostProject\Plugins\VOX4U\Source\VOX4UEditor\Private\VoxelFactory.cpp:233]
UnrealEditor_VOX4UEditor!UVoxelFactory::FactoryCreateBinary() [D:\Users\Mikiya\Projects\GitHub\VOX4UPlugin\Intermediate\VOX4U\HostProject\Plugins\VOX4U\Source\VOX4UEditor\Private\VoxelFactory.cpp:79]
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
I know that Unreal Engine 4.20 was recently released but I was wondering if you had any plans to release an update to make this compatible with the newest update. It does not appear that the newest engine version is able to re-compile the plugins.
MagicalVoxel: 0.99
UnrealEngine: 4.19.2
OS: MacOS HighSierra
Hello,
i tried several combinations of bringing the plugin into UE4.
Source and Prebuild.
The plugin itself builds fine and also iam able to select and load it in the editor. But when i try to import a .vox file it tells me the file is not a valid extention.
I also tried the Demo Project Repo, but that didnt work either, even tho the plugin was also successfully build.
If Static Lighting is enabled and the object is set to 'Stationary' the object becomes completely black after lighting is built.
Is where any possibility to request adding material information as texture file from .vox MATL?
like separate RGBA texture into main material? and assigning RGB channels to (emissive/metalines/spec/rough)?
after you updated plugin to UE5, i started to use more of it. but still trying to figure out better way with material properties.
as example this is how it looks one of mine materials (pardon my spaghetti) .
The binaries won't add when I put them in. I will have missing binaries and then I add them and nothing happens or changes.
I cannot change scale on import; it is grayed out.
Using MagicaVoxel 99.6.4 on Win64 with Unreal 5.1.1. I've changed nothing, just copied git into project, restarted, and dragged .vox file in. Imports fine otherwise.
I can't use it under 5.2. How make it work at 5.2?
When I import the .vox file with multiple parts edited in the world editor of MagicaVoxel 0.99.4.2 as a static mesh, the result mesh is cracked;
When I import it as a destructible mesh, the unreal editor suspends.
Unreal Engine: 4.24.3
I used the proper build of the plugin.
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