Performance notes:

System uses rendering to render targets, so it will affect GPU performance. This can be optimized for low performance platforms by decreasing render target resolution. By default resolution is 2048×2048 and all render targets will cost 24 MB of GPU memory.

If you are going to use snow deformation from example for your project, make sure that landscape tessellation also fits your performance budget.

Multiplayer note:

The system works in multiplayer independently for each player because it depends of player camera. It will produce similar results for different players as long as their cameras are closer to each other then the parameter MaxDistance in BP_TrailsManager. When testing in multiplayer be sure that game instances DON’T use single editor process. Uncheck checkbox ‘Use single process’ in ‘Advanced Settings…’ under the Play button. (UE4 documentation page)

Number of Blueprints: 6

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: ExampleMap and tutorial video

Additional information: Asset is distributed as a complete project (because of necessity to handle user input for demo purpose), however system itself doesn’t require any additional project configuration and can be easily migrated.

工作表现说明:

系统使用渲染来渲染目标,因此会影响GPU性能。 这可以通过降低渲染目标分辨率来优化低性能平台。 默认分辨率为2048×2048,所有渲染目标将占用24MB GPU内存。

如果您要为项目使用示例中的雪变形,请确保地形曲面细分也符合您的性能预算。

多人游戏注意事项:

该系统在多人游戏中为每个玩家独立工作,因为它取决于玩家相机。 它会为不同的玩家产生类似的结果,只要他们的相机彼此靠近,那么BP_TrailsManager中的参数MaxDistance。 在多人游戏中测试时,请确保游戏实例不使用单个编辑器进程。 取消选中”高级设置”中的”使用单个进程”复选框。..”在播放按钮下。 (UE4文档页面)

蓝图数目:6

网络复制:没有

支持的开发平台:Windows

支持的目标构建平台:Windows

文档:示例图和教程视频

附加信息:资产作为一个完整的项目分发(因为为了演示目的需要处理用户输入),但是系统本身不需要任何额外的项目配置,并且可以很容易地迁移。










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Video: https://youtu.be/q66uIcjD8gI

Tutorial: https://youtu.be/hHZwvYIkuwg

Surface trails system allows you to capture trails from characters or any other objects on a surface by attaching spherical components to them. As main usage example there is snow landscape demo with walking character and physics objects leaving deformation trails after them. 100% Blueprints.

Features: 

  • Trails are captured and stored in some area (configurable) around player’s camera, so this system is independent from map size.
  • Attenuation of old trails can be configured (can be set to zero so the trails stay forever inside defined area around camera).
  • Trail shape is defined by spherical components with configurable hardness. So for definition of a box, for example, you need to attach several components to it (components count depends on required accuracity, in example scene there are 8 components per box and 2 components per character foot).
  • Actors are marked as trails receivers by applying special Tag to them.
  • System can be used for big variety of cases (trails on water, grass crumpling, any other surface VFX) by draging one material function into material.
  • Snow landscape example includes photogrammetry based dirt material appearing under the snow.

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短片: https://youtu.be/q66uIcjD8gI

教程: https://youtu.be/hHZwvYIkuwg

表面轨迹系统允许您通过将球形组件附加到字符或表面上的任何其他对象来捕获轨迹。 作为主要的使用示例,有雪景演示与步行字符和物理对象留下变形轨迹后。 100%蓝图。

特征: 

  • 轨迹被捕获并存储在玩家相机周围的某个区域(可配置)中,因此该系统独立于地图大小。
  • 可以配置旧轨迹的衰减(可以设置为零,以便轨迹永远留在相机周围的定义区域内)。
  • 轨迹形状由具有可配置硬度的球形部件定义。 因此,对于一个盒子的定义,例如,您需要将多个组件附加到它(组件计数取决于所需的精度,在示例场景中,每个盒子有8个组件,每个字符脚有2个组件)。
  • 通过对actor应用特殊标签,actor被标记为trails receiver。
  • 系统可用于多种情况(水迹、草屑、任何其他表面特效),通过将一个材料函数分解成材料。
  • 雪景示例包括出现在雪下的基于摄影测量的污垢材料。
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