#Hello, I am experiencing an issue with
1 messages ยท Page 1 of 1 (latest)
@craggy falcon
Also, do you know why, when I restart Unreal, the static meshes are hidden and I need to run Cleanup and Generate again when using the Default Tool inside the PCG Modes?
Could be because the meshes are the debug meshes, which are transient
It the issus for the default tool. I don't know why I didn't notice. The spline upper left I use GPU for spawning the mesh. And I need to regenerate.
Do you have any idea about the video I show? The Point doesn't existe any more, when I exit and reopen the projet.
@craggy falcon ?
That's weird I can't repro on my end. I tried with the scatter tool, paint, save, quit, reload, inspect the tool data and it is there.
Also the fact that the paint tool is not available is because you need to have nothing selected for it to work.
I'll try again in 5.7
What's also very weird is why you don't have anything executing, like the graph is disabled and not executed. Is there anything in the logs?
Can't repro on 5.7
But from what I see in your example is that you are losing your Root Component on load
Without a root component, you can't generate anything (no bounds) hence why is seems disabled. And you can't paint on it either (it's the same than the PCG World Actor for example).
As for why you have to Cleanup/Generate for the default tool with the splines, it's because if you don't have anything to spawn (Meshes or Actors) it spawns those tripod debug meshes. As I said, debug meshes are transient and not saved. But the graph is marked as generated, so trying to generate only will do nothing (as for the system, everything is already generated, so nothing to do).
Thnaks for your awnser @craggy falcon .
Here my PCG files. I you willing to look there noting special about it. It base from the tutorial of @earnest trellis. But my procedural lead team, want I test some features of 5.7 before they in couple month.
I have this error when I open my project after painting with my tool.
LogPCG: Error: [RegisterOrUpdatePCGComponent] Component has invalid bounds, not registered nor updated.
I was able to reproduce on the vine tutorial I did. I re-opened the project I had, I saw the vines. I went onto the Get Tool Data node and pressed "A". Everything got disabled cause no points.
Cleanup / Generate doesn't recreate it cause it doesn't read the painted points anymore. So anything that would cause an update to the graph to regenerate it will result in everything disappearing.
You can try with this project too. You should see the vines but once you go and try to get the painted points it'll all go poof.
@craggy falcon Any Idea how to figures out a solution ?
this doesn't seem fixed on 5.7.2
We would like to use PCG tools in production but this is a major issue @craggy falcon
Same here. And I'm now having to tell people to be careful or not use the PCG mode tools because of that and the spline draw tool spacing not being controllable. ๐ข
I was able to repro for the root component disappearing, I'll log a Jira on our end and try to target 5.7.4
Same for that, I'll Jira it and fix it for 5.7.3, as it is a very simple one.
Thank you very much! โค๏ธ
These tools are awesome, especially the drawing one, so it hurts to have something awesome given that trips at the end. ๐
Looking forward to 5.7.3 already
Actually 5.7.3 is already closed so it'll have to go to 5.7.4
I'm sad too, I didn't realize 5.7.3 was so close from 5.7.2
Some might say it's 0.0.1 close ๐
thank you!
Little update on this one: We found the issue and potentially a fix that should resolve it in all those cases. If all goes well, it should be in 5.7.4
This only happens on actors that are spawned by the tool and don't have a root component, like a simple Actor does, if the actor already exists in the world with the right component or has a root component by default like in a BP, then you're fine.
For example, just creating an empty actor class as a BP and use it as the default actor for the tool will work.
This is not really a good workaround, it will probably not work everywhere so you should probably wait for 5.7.4, but if you want to test the flow on your end before that might be acceptable
How can the ones spawned by the tool not have a root component? Isn't that just a basic actor in both setups that it attaches itself to?
They do have a root component. Just that they are marked transient and the flag is never cleared. So they are not saved and on reload they disappear
By the way this is submitted in Dev-5.7, so it'll be in 5.7.4. If you wanna cherry pick it: https://github.com/EpicGames/UnrealEngine/commit/7cd08b394251702ca3f9360acd153983b9a2dfc4
It's finally out ๐
Weโve got hotfix 5.7.4 coming your way with over 40 fixes and updates! Please feel free to share feedback and discuss the current version in the release topic, Unreal Engine 5.7 Released. If you experience a bug with the 5.7.4 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form. Notes to consider: Be...