I really appreciate your PCG content. It's the best out there. Is it possible to update the BP at runtime so it is randomized each time the level is launched?
Why create the parameters on the BP and not directly on the PCG and modify them on the PCG component attached to the BP? so you don't have to be worried about missplelling and you can substite a lot of anonimous getActorProperty() on the graph with spefic getParameter() that show the name of the parameter, so a large graph like this become more readable.
It's just a matter of preference. It's much easier to just click on the BP and just edit the variables without needing to also scroll through the component and select the PCG one. As for the seed, from my understanding there's the global seed for the graph, and the seed per node.
Great idea ! Small question though, as I'm learning Houdini at the moment : why do you use PCG in unreal vs Houdini for unreal? Is it a cost issue or is there any shenanigans that I'm not able to understand yet ?
Simple answer: Houdini is super advanced and I don't know it. If I knew Houdini that'd be awesome, but it's a very complicated program I'm not familiar with enough.
This is EXTREMELY helpful. I haven't watched all of it, so you might covered it, but what are your thoughts on how to use this type of system to update and populate static meshes based on world state? I'm thinking something like the trash and fires in the later parts of Spiderman for PS4. Do you think you could use this for that kind of real-time gameplay driven placement system?
@@Procedural_Minds Awesome! Thanks for the reply. I was thinking about upgrading from 5.3 to 5.4. It seems like a lot of great additions. Subscribed, btw. Great content man.
master of PCG,, thank you
Don't know if I'm the master, but you're welcome! :D
I really appreciate your PCG content. It's the best out there. Is it possible to update the BP at runtime so it is randomized each time the level is launched?
Sure, as long as you're running 5.4 you can randomize the seed and rebuild it when it loads.
One of the best video about PCG! Thanks
You're very welcome! :)
this is simply awesome, thanks for sharing
You're welcome. Glad you liked it. :)
Why create the parameters on the BP and not directly on the PCG and modify them on the PCG component attached to the BP? so you don't have to be worried about missplelling and you can substite a lot of anonimous getActorProperty() on the graph with spefic getParameter() that show the name of the parameter, so a large graph like this become more readable.
Another question... which is the difference between using a custom seed and the seed already present on the PCG component?
It's just a matter of preference. It's much easier to just click on the BP and just edit the variables without needing to also scroll through the component and select the PCG one.
As for the seed, from my understanding there's the global seed for the graph, and the seed per node.
@@Procedural_Mindsthanks for the reply! I m a little fussy 😅😅
awesome pcg workflows from you brother, thanks a lot
You are very welcome!
Great idea ! Small question though, as I'm learning Houdini at the moment : why do you use PCG in unreal vs Houdini for unreal? Is it a cost issue or is there any shenanigans that I'm not able to understand yet ?
Simple answer: Houdini is super advanced and I don't know it. If I knew Houdini that'd be awesome, but it's a very complicated program I'm not familiar with enough.
Thank you!
You're welcome, and thank you for watching! :)
Great !
Thank you! :)
This is EXTREMELY helpful. I haven't watched all of it, so you might covered it, but what are your thoughts on how to use this type of system to update and populate static meshes based on world state? I'm thinking something like the trash and fires in the later parts of Spiderman for PS4.
Do you think you could use this for that kind of real-time gameplay driven placement system?
As of 5.3 the real time aspect isn't fully functioning. With 5.4 it should start working so I'll be doing tests on it at that point.
@@Procedural_Minds Awesome! Thanks for the reply. I was thinking about upgrading from 5.3 to 5.4. It seems like a lot of great additions.
Subscribed, btw. Great content man.