Unreal Engine 5.3 PCG - Short Ep 2 - Custom Blueprint Node Follow-up - Point processing

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  • Опубликовано: 27 сен 2024

Комментарии • 11

  • @proceduworld5723
    @proceduworld5723 6 месяцев назад

    Awesome Keep em coming!
    I am having some instability spawning level instances(made a blueprint subclass) with pcg in 5.3.2.
    Would be cool to see a video if there are any best practices with this :)
    Have a wonderful day! - Chris Cole

  • @Yupiter1233
    @Yupiter1233 6 месяцев назад

    PCG are still not working in the release version, which is frustrating

    • @adrienlogut3482
      @adrienlogut3482  6 месяцев назад

      Not working? How so?

    • @Yupiter1233
      @Yupiter1233 6 месяцев назад

      ​@@adrienlogut3482 Try to compile the shipping version and spawn from class a new object that contains PCG. PCG will not be created.

    • @adrienlogut3482
      @adrienlogut3482  6 месяцев назад

      I did and it worked?

    • @Yupiter1233
      @Yupiter1233 6 месяцев назад

      @@adrienlogut3482 Which version did you use? I tried 5.2, 5.3, even the test 5.4. In none of this, if you compile the shipping version, the "Mesh Sampler" does not work

    • @Yupiter1233
      @Yupiter1233 6 месяцев назад

      It is necessary to dynamically create an Actor with the SpawnAcotrFromClass command

  • @legato3067
    @legato3067 6 месяцев назад

    hi thx you for all your tutorial . Do you know if there is way so pcg detect staticmesh placed manually on the landscape . so it doesnt spawn point there. it will prevent tree spawing inside it. THX

    • @adrienlogut3482
      @adrienlogut3482  4 месяца назад +1

      Yes, you can have a look at the Episode 4 close to the end, I show how to exclude a house from the generation.

    • @legato3067
      @legato3067 4 месяца назад

      @@adrienlogut3482 thx you i will check