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+18

NeoFur for UE4.16

Edward 7 years ago updated by john Michael 2 weeks ago 19

Concerning " we will aim to remain compatible with new engine versions during this time." Unreal Engine 4.16 has been out for a week now. This is the first nrew engine release sine the unavailability announcement of NeoFur and moving on to new things. UE4.16 has been out for about a week now. Is a NeoFur compatibility update in the works?

+17

Will we ever know what's going on or what happened?

Raymond Chastain 6 years ago updated by john Michael 1 month ago 1

Neofur had such promise, I can't be the only one who wants to know what's happening or what happened.

+3

Please update the NeoFur source code to reflect the latest version of Neofur (Unable to compile plugin for UE 4.15)

Number47 7 years ago updated by Ocean Pearl 4 years ago 5

As mentioned in this post http://support.neoglyphic.com/topics/165-issues-packaging-unreal-415-personal-license-and-building-from-source/ the source code is older than version 404, and makes it useless when compiling for an 4.15 of UE. Please update the source code.

+3

Can't compile PRO with custom engine 4.15

Miroslav Šanc 7 years ago updated by john Michael 1 month ago 3

Hello, I have problem with compiling PRO version with custom engine. I did this:


1) downloaded UE source code

2) switched UE source to tag "4.15.0-release"

3) executed Setup.bat

4) executed GenerateProjectFiles.bat

5) openned UE4.sln (it opens visual studio)

6) in solution explorer -> right click on "Engine->UE4" and "Build" (build version is "Development editor, Win64")

7) UE was compiled (it took ages)

8) openned newly compliled custom UE editor

9) created blank project (table with chair)

10) added blank c++ class (it automatically compiled something)

11) saved and exited editor

12) copied current Neofur into "YourProject/Plugins/Neoglyphic/NeoFur"

13) reopenned project and nothing happened (here is fault in manual http://support.neoglyphic.com/topics/15-compiling-from-source/ because you have to manually enable that plugin)

14) enabled Neofur plugin in menu > plugins (UE wants restart)

15) after UE restarts, this appeared:
16) clicked "Yes"

17) project was compiled in UE popup window

18) and ended with this:



In log:

http://pastebin.com/L0K5pCtn

Any advice?

+3

Maya Xgen to Neofur Unreal Problem

Mark 7 years ago updated by Ocean Pearl 4 years ago 5

Hello, Im creating my fur splines in Xgen and exporting as an fbx. When I use it as a Spline Path, the fur no longer has correct fur direction. Also, when I check Draw Splines, they do not show up. I have gotten it to work with splines from 3ds max though and have seen the splines in Unreal.

Image 167

+2

Is there a way to upgrade neofur plugin to 4.17 or above?

gbernal 6 years ago updated by john Michael 2 months ago 1

Hi I would like to upgrade the plugin to 4.17 or above are there any documentation as to how to go about doing this?


Thanks!

+2
Under review

Error with volumetric perVertex settings

peet808 (Product Manager) 7 years ago updated by クチコミネット👍😀💭 2 years ago 6

Error from NeoFur 2.1 for Unreal marketplace listing:


After enabling this plugin in 4.13.2, Ocean shadder in Water Materials asset seemed to stop working, giving this error: Error [SM5] BasePassVertexShader.usf(127,42-125): error X3017: 'VertexFactoryGetPositionForVertexLighting': cannot convert from 'struct FVertexFactoryInput' to 'struct FVertexFactoryInput_Original'

https://www.unrealengine.com/marketplace/water-materials

The Lighting Mode volumetric perVertex settings seem to get broken.

+2
Accepted

Build Error: "C1083 Cannot open include file: 'fbxsdk.h': No such file or directory"

Matthew Kapfhammer 8 years ago updated by john Michael 3 months ago 7
Posting this in case anyone else also manages to gloss over a step in the compiling instructions: http://support.neoglyphic.com/topics/15-compiling-from-source/. :)
If you see the error "C1083 Cannot open include file: 'fbxsdk.h': No such file or directory", you simply forgot to install the FBX SDK. Since I needed to compile with VS2015, I had to use FBX SDK version 2016.1.2 (contains the fix for the FBXX-1009 regression in 2016.1). At the moment, you can download from this page: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=24746731. Please note that AD does change the URLs frequently, so you might need to search for "2016.1.2".
If you hit any VS/FBX SDK related issues, you might want to check this thread: http://forums.autodesk.com/t5/fbx-forum/visual-studio-2015-support/td-p/5729941.
Cheers!
MK

Answer

Thanks for the tip Matt

+1

Issues packaging unreal 4.15 personal license and building from source

gbernal 7 years ago updated by john Michael 2 months ago 6

Hi,


I'm trying to package my project since my school project is a multiplayer VR, I have to package it for LAN to work but every time it gives me Error Unknown error

LogRenderer: Reallocating scene render targets to support 1208x380 NumSamples 1 (Frame:2).

NeoFur: Generating buffers start
NeoFur: Generating buffers complete: 3.330302 ms
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.034 s
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 599]
LogOutputDevice:Error: PrimitiveComponent tried to render with Material MI_NeoFur_Complex_TEST, which was not present in the component's GetUsedMaterials results
LogOutputDevice:Error: Owner: Sphere_2, Resource: None
LogOutputDevice:Error: Stack:
LogOutputDevice:Error: UE4Editor-Core.dll!0x0000000060A595D6
LogOutputDevice:Error: UE4Editor-Core.dll!0x0000000060809B72
LogOutputDevice:Error: UE4Editor-Core.dll!0x000000006081B656
LogOutputDevice:Error: UE4Editor-Engine.dll!0x00000000592FCA9D
LogOutputDevice:Error: UE4Editor-Engine.dll!0x00000000592AA2C1
LogOutputDevice:Error: UE4Editor-NeoFur.dll!0x000000004DBE60FA
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053E9C1E7
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053E74CE8
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053EA9189
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053AFBE8E
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053EC6712
LogOutputDevice:Error: UE4Editor-Renderer.dll!0x0000000053E908BE
LogOutputDevice:Error: UE4Editor-Core.dll!0x00000000606DD83D
LogOutputDevice:Error: UE4Editor-Core.dll!0x00000000606DDC5D
LogOutputDevice:Error: UE4Editor-RenderCore.dll!0x000000007D9A0397
LogOutputDevice:Error: UE4Editor-RenderCore.dll!0x000000007D9A1486
LogOutputDevice:Error: UE4Editor-Core.dll!0x0000000060A6A3C8
LogOutputDevice:Error: UE4Editor-Core.dll!0x0000000060A64C69
LogOutputDevice:Error: KERNEL32.DLL!0x00000000A5598364
LogOutputDevice:Error: ntdll.dll!0x00000000A7D570D1
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 0.119 s
LogStats: FDebug::EnsureFailed - 0.153 s


When trying to build the project with Neofur Source I followed this instruction http://neoglyphic.userecho.com/topics/15-compiling-from-source/

I get projectName could not be compiled. Try to rebuild from source manually

I have followed this instructions



Any help is appreciated

+1
Under review

[Question] Spline driver not importing with correct scale

Woggle 7 years ago updated by john Michael 1 week ago 4

Hey neofur forums!
I'm having an issue with the splines driving my fur not scaling correctly. When viewed with the debug "view splines", they show up as presented in the image below. Is this a bug withing neofur or is this is problem with how max exports .fbx's?

Image 120