This New Unreal Engine 5.5 PCG Feature is a Game Changer

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  • Опубликовано: 16 окт 2024

Комментарии • 33

  • @BooneyTune
    @BooneyTune 3 дня назад +6

    For anyone getting into Geometry Scripting there is a great wealth of knowledge to be gained here. Thanks!

  • @Quivalent
    @Quivalent 3 дня назад +1

    You videos are always outstanding!!!

  • @rednight9020
    @rednight9020 3 дня назад +1

    Unreal engine 5 getting crazy with good features

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад

      Yeah, every update is crazier than the last, and I love it! :)

  • @ashoakenfold
    @ashoakenfold 3 дня назад

    PCG surfacing the features of DynamicMesh is interesting. Distribution of points in the workflow would make it easier to build certain things. That bevel was painfully awkward though - perhaps the boolean op should return a list of intersecting edges.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад

      I agree, the bevel and UV is a bit awkward and isn't as clean / nice as I'd like. But it is all still in beta. So hopefully once it's all production ready it'll be a lot better. :)

  • @sym9266
    @sym9266 3 дня назад

    Would you be willing to do a short video on the 5.5 version update and what about it stands out to you?

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад

      I don't know how short you need, but I link to my video on me going over all the new 5.5 features on the roadmap that are exciting and noteworthy to me at the end of this video if I recall. :)

  • @libshastra
    @libshastra 3 дня назад

    Can you bake this to Static mesh? If so, then you can use this for building generators without relying on a DCC like Houdini. That's a win.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      Yeah, you can bake all PCG to either instanced blueprints or static meshes. :)

    • @libshastra
      @libshastra 3 дня назад

      @@Procedural_Mindsawesome!

  • @exe-h8x
    @exe-h8x 2 дня назад

    Could this open the possibility to create different assets for the game ? like houses and things like that to add randomnes to the assets or is a better way of doing it

    • @Procedural_Minds
      @Procedural_Minds  2 дня назад

      This opens up the option to create complex shapes and geo procedurally inside of Unreal. You can then bake it down to a static mesh and then populate it all around. So for example if you're making a ship with sleeping beds embedded. You can make the sleeping bed base shape, have it cut out where you want on the walls, and then put your sleeping beds inside. And if you're not happy with it, you can change it.

  • @peterallely5417
    @peterallely5417 3 дня назад

    V cool, is it possible to do something like get sockets from sequential meshes spawning down a spline and create a mesh between those sockets? A while back I was trying to make a post and wire fence and got proper stuck.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      Yeah, theoretically you could get the points from sockets and then do a similar thing to what I did. You could even use a union boolean operation (if I recall correctly) to combine it all into one nice shape instead of individual pieces.

  • @PsijicV
    @PsijicV 3 дня назад

    Sure UE5.5 PCG has a lot of new nodes, the problem is where to use them. Need a showcase video and a cheat sheet.
    P.S. How did you insert a BP node keeping the connections flow? Didn't find a hotkey.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      For a showcase of all the nodes and where to use them, you'd need multiple videos most likely. As there's so many. lol
      As for the inserting BP node and keeping connections, I don't know a hotkey for that unfortunately. If it's possible I got to learn about it too.

  • @WsEKond
    @WsEKond 3 дня назад +3

    Thank you so much for your weekly pcg tutorials! I really love this theme and the way you present this tutorials is just amazing! Thank you very much!🎉

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      I'm really glad you enjoy it, and thank you for continuing to watch after all this time. :)

    • @WsEKond
      @WsEKond 3 дня назад +1

      @@Procedural_Minds I am really happy you know me after all that time :) Hopefully your game success after the launch, I am really excited!

  • @EarthaSieger-e1o
    @EarthaSieger-e1o 3 дня назад

    Hermiston Trail

  • @Swdgame
    @Swdgame 3 дня назад +2

    dude click bait title might get you some views for now. but afterwards nobody searching for this feature is gonna find you.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +2

      Possibly. I put the information in the thumbnail as well to explain what the feature is. First time doing a title like this, just trying it out. Might change later.

    • @whnvr
      @whnvr 3 дня назад +1

      @@Swdgame its pretty standard practice now for a content creator to change a title and thumbnail two or three times over a video's lifetime as this keeps it around in the algorithm for longer. click bait title first to raise a video's profile, then a descriptive title for people searching up that topic.

  • @teodorstaicu38
    @teodorstaicu38 3 дня назад

    What the heck is wrong with your hands

  • @petertremblay3725
    @petertremblay3725 3 дня назад

    Tell how is this going to be useful when the whole world is about to get into a global systemic collapse??? You are all sleeping and not aware of what is coming.

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      It's useful cause it allows us to procedurally model using PCG, which is really good about doing many points at once. :)

    • @petertremblay3725
      @petertremblay3725 3 дня назад

      @@Procedural_Minds How long are you going to use it when in a few month the global systemic collapse happen?