Quick question Adrien, is there a video for the Biome sample you mentioned? I'm going over the documentation you provided in the description but am wondering if there is a video since I can't seem to find one, gotta get my hands on that grass material lol
I might be on the wrong path here but I've been struggling to use PCG for decorating larger rooms. It seems like its geared toward talking to landscape, specific meshes, or mathematically calculated points, but it doesn't like more general world interactions (like doing ray traces). I've been using blueprint functions with PCG to fill that gap, but it's extremely slow in comparison. Would it be possible to have a tutorial where you show us how to use PCG to do something like decorate a room with garbage, maybe some sort of wall lights, cables etc to showcase the ability to use PCG outside of landscape or single mesh solutions?
5.5 will come with a World Raycast node that will be prefect for that. I'll plan to do some tutorial with new 5.5 features, but in the meantime you can have a look how it was done in the Live Demo presented at UE Fest, to fill a space station with clutter. ruclips.net/video/j3ke6MmcaeY/видео.html
Heya thanks for this, always great to learn more about PCG - here's a question - any ideas how you can run C++ to perform processing on a node before spawning a mesh? In my game I want to be able to use the power of PCG graphs to create my levels but also NPC encampments/dungeons and it would be a lot easier if I could get available points and then decide through code what needs to go there. It's probably staring me right in the face but I can seem to locate anything in the docs 🙂
Of course, almost all PCG nodes are done in C++, so you can definitely design your own nodes to implement your own logic. Usually I advice to try to do it in pure PCG first, to get a grasp of how the system works. But if you feel too limited, you can go in C++. Inspire yourself from the existing nodes and come to Discord if you have questions :)
This is exatcly what we needed, thank you Adrien!
Amazing! Thank you so much for walking through this.
You are a lifesaver
"Thankfully, I can cancel execution and immediately remove this abomination." Words to live by, in so many situations. :D
Quick question Adrien, is there a video for the Biome sample you mentioned? I'm going over the documentation you provided in the description but am wondering if there is a video since I can't seem to find one, gotta get my hands on that grass material lol
I didn't do one no, and we don't have an official one, only the doc
I might be on the wrong path here but I've been struggling to use PCG for decorating larger rooms. It seems like its geared toward talking to landscape, specific meshes, or mathematically calculated points, but it doesn't like more general world interactions (like doing ray traces). I've been using blueprint functions with PCG to fill that gap, but it's extremely slow in comparison. Would it be possible to have a tutorial where you show us how to use PCG to do something like decorate a room with garbage, maybe some sort of wall lights, cables etc to showcase the ability to use PCG outside of landscape or single mesh solutions?
5.5 will come with a World Raycast node that will be prefect for that. I'll plan to do some tutorial with new 5.5 features, but in the meantime you can have a look how it was done in the Live Demo presented at UE Fest, to fill a space station with clutter.
ruclips.net/video/j3ke6MmcaeY/видео.html
@@adrien_logut Thank you!
Heya thanks for this, always great to learn more about PCG - here's a question - any ideas how you can run C++ to perform processing on a node before spawning a mesh? In my game I want to be able to use the power of PCG graphs to create my levels but also NPC encampments/dungeons and it would be a lot easier if I could get available points and then decide through code what needs to go there. It's probably staring me right in the face but I can seem to locate anything in the docs 🙂
Of course, almost all PCG nodes are done in C++, so you can definitely design your own nodes to implement your own logic. Usually I advice to try to do it in pure PCG first, to get a grasp of how the system works. But if you feel too limited, you can go in C++. Inspire yourself from the existing nodes and come to Discord if you have questions :)