Adding Dual Quaternion support to UnrealEngine4 (Images inside)

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  • MacislavMacislav Posts: 105

    You need to build the modded version from the given (in github) source code in Visual Studio 2019. (download the community version, it's free).

    https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/

  • guestest3guestest3 Posts: 10
    edited July 2021

    Macislav said:

    You need to build the modded version from the given (in github) source code in Visual Studio 2019. (download the community version, it's free).

    https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/

    i imported a genesis 8 into unreal by DazToUnreal plugin and The face with other parts of the clothes are glitched by part of the mesh going down how do i fix it? it seems like the mesh is dractically stretched and adjusting the bones wont help by restoring the mesh. i use DazToUnreal 4.0

    Post edited by guestest3 on
  • MacislavMacislav Posts: 105

    Maybe it would help to turn on "skincache usage" for the corresponding mesh?

  • guestest3guestest3 Posts: 10
    edited July 2021

    Macislav said:

    Maybe it would help to turn on "skincache usage" for the corresponding mesh?

    how do i do that? please explain like im a noob

    edit: nvm i managed to fix it somehow while playing with the settings. thank you very much for the help 

    Post edited by guestest3 on
  • EllessarrEllessarr Posts: 1,288

    ok it's a long time since my last attempt of use it then someone can give me a proper tutorial about how to "install" the moded DQ and if possible with the lastet version of unreal 4.26 (the 4.26.2), i've already downloaded it from githube now what is the next step how i "install it and again install already using the lasted if possible.

     

    thanks for any help.

  • MacislavMacislav Posts: 105

    In your mod folder you need to run GenerateProjectFiles.bat and afterwards Setup.bat (or the other way round, the program will tell you).

    If you have finished that, open UE4.sln, in Visual Studio: in the project folder: right click UE4 --> "build" and wait until it's successfully finished.

  • MacislavMacislav Posts: 105

    Attention: Unreal Engine 4.27 has been released today

  • AlexandrausAlexandraus Posts: 1
    edited October 2021

    Macislav said:

    @dizzy88:

    Yes, it's in this file:
    Engine/Source/Editor/UnrealEd/Private/Factories/SkeletalMeshImport.cpp

    --> const float MINWEIGHT = 0.01f

    I had the issue with 0.001f as well, but 0.005f works perfectly.

    Hi guys!

    I recently ran into this problem. I went even deeper into this. 

    You can get the magic number as low as 1.0f / 255.0f = 0.0039215686274509803921568627451, because UE4 is using uint8 to store weight data. Anything below this becomes "0" (in shaders I believe, or just before this), i.e. there is no weight, so you see distortion. My quick solution is:

    // if less than min weight, or it's more than 8, then we clear it to use weightif ((Influences[i].Weight * 255.0f) >= 1 && InfluenceCount < MAX_TOTAL_INFLUENCES)//if (Influences[i].Weight >= MINWEIGHT && InfluenceCount < MAX_TOTAL_INFLUENCES)

     

     

    Post edited by Alexandraus on
  • Hi

    My Epic account and my GitHub account are linked, but this link https://github.com/AlienRenders/UnrealEngine/tree/4.26-mod still returns a 404. Looking for latest 4.26 version

    Thanks for your help!

  • I built my project in 4.26.2 and then compiled up the latest DQ version of UE.

    My problem is that the latest version of the DQ enabled engine is 4.26 and cannot open my 4.26.2 project!

    ~ Do we know if there are any plans to produce DQ enabled versions of UE for 4.26.2? Is the project still in active development?

     

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