Quickly and Easily Assemble Modular Buildings With PCG

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  • Опубликовано: 29 ноя 2024

Комментарии • 23

  • @kryogenicgames
    @kryogenicgames 7 месяцев назад +3

    master of PCG,, thank you

    • @Procedural_Minds
      @Procedural_Minds  7 месяцев назад

      Don't know if I'm the master, but you're welcome! :D

  • @ecal202
    @ecal202 4 месяца назад

    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?

    • @Procedural_Minds
      @Procedural_Minds  4 месяца назад

      Sure, as long as you're running 5.4 you can randomize the seed and rebuild it when it loads.

  • @OoooomgOmgOmg
    @OoooomgOmgOmg 4 месяца назад

    One of the best video about PCG! Thanks

  • @antoniosuarez7881
    @antoniosuarez7881 8 месяцев назад

    this is simply awesome, thanks for sharing

  • @OoooomgOmgOmg
    @OoooomgOmgOmg 4 месяца назад

    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.

    • @OoooomgOmgOmg
      @OoooomgOmgOmg 4 месяца назад

      Another question... which is the difference between using a custom seed and the seed already present on the PCG component?

    • @Procedural_Minds
      @Procedural_Minds  4 месяца назад +1

      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.

    • @OoooomgOmgOmg
      @OoooomgOmgOmg 4 месяца назад

      @@Procedural_Mindsthanks for the reply! I m a little fussy 😅😅

  • @satishpillaigamedev
    @satishpillaigamedev 4 месяца назад

    awesome pcg workflows from you brother, thanks a lot

  • @levelgeek6463
    @levelgeek6463 8 месяцев назад

    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 ?

    • @Procedural_Minds
      @Procedural_Minds  8 месяцев назад +1

      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.

  • @RoryMcC42
    @RoryMcC42 8 месяцев назад +1

    Thank you!

    • @Procedural_Minds
      @Procedural_Minds  8 месяцев назад +1

      You're welcome, and thank you for watching! :)

  • @sylvaindelaine
    @sylvaindelaine 6 месяцев назад

    Great !

  • @evanlane1690
    @evanlane1690 8 месяцев назад

    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
      @Procedural_Minds  8 месяцев назад +1

      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.

    • @evanlane1690
      @evanlane1690 8 месяцев назад

      ​@@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.