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.
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. :)
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. :)
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
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.
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.
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.
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.
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.
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!🎉
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.
@@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.
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.
For anyone getting into Geometry Scripting there is a great wealth of knowledge to be gained here. Thanks!
Thank you for the kind words! :)
You videos are always outstanding!!!
Holy Crab (Holy Crab)
Thank you very much! ♥
Unreal engine 5 getting crazy with good features
Yeah, every update is crazier than the last, and I love it! :)
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.
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. :)
Would you be willing to do a short video on the 5.5 version update and what about it stands out to you?
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. :)
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.
Yeah, you can bake all PCG to either instanced blueprints or static meshes. :)
@@Procedural_Mindsawesome!
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
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.
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.
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.
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.
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.
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!🎉
I'm really glad you enjoy it, and thank you for continuing to watch after all this time. :)
@@Procedural_Minds I am really happy you know me after all that time :) Hopefully your game success after the launch, I am really excited!
Hermiston Trail
Never heard of it, but probably a nice place. :)
dude click bait title might get you some views for now. but afterwards nobody searching for this feature is gonna find you.
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.
@@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.
What the heck is wrong with your hands
I know, I have 5 fingers, gross! 😆
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.
It's useful cause it allows us to procedurally model using PCG, which is really good about doing many points at once. :)
@@Procedural_Minds How long are you going to use it when in a few month the global systemic collapse happen?