Trees generally do float, actually. Just not in air. Sorry, listening in the background as I work and couldn't resist. Thank you for all your hard work, Epic.
is really amazing for world desing and general pre define variations, the PC will only be as good as the base content you give it to work with, at least for fauna, flora and landscape it really feels like a new canvase the best example is minecraft and the worst starfield XD, I love starfield but is lack of misions and content on pcg worlds, In Minecraft you are aware of what PCG is and the well-structured combinations and variations allow you to do a lot, if Minecraft had a mission it would be super strange, so theres a lot o work to do over pcg for complex gameplay
7:14 Unreal batches same meshes with same materials (or Material IDs to be precise) into a single draw call since 4.24 IIRC. You can see it e.g. in RenderDoc. Unless I'm missing something.
Whatever epic is doing they are avoiding adding proper packed prefabs and introducing those super convoluted options. That is ok for cinematics, but for REAL games Artists or LD's need to move objects around, but not just hide-unhide options or random placing. Sure PCG is great, but first UE needs to fix old crappy landscape tools and then build PCG on top of it as a proper level creation tool
Yeah was incredible painful to watch... First he makes all the folders in the level then all the data layer assets, assigns them... Then for each version a level blueprint actor.... But there is hope! Scene graph will hopefully solve all this problems in a proper way.
Well @@kettenotter you have to remember something there are Teams that is all they do is PCG stuff a team just for Terrain a Team for other stuff aswell the PCG team doesnt work on Terrain or anything else unless they add PCG to it
Yep. Seen on their roadmap though that an overhaul of the landscape system is coming. Hopefully sooner than later. Hopefully that new system and PCG merge into glory at some point
@peterallely5417 I love Unreal, but not for these side tools. I gave up on landscapes, have never once touched PCG, etc. I find it easier to just write my own class when it isn't a basic function most of the time. Hierarchical instanced static mesh component? Gimme that. Procedural mesh component? Gimme that. Landscape, movement component, literally anything that isn't directly tied to fundamental rendering? Nope. Just let me write my own.
You guys need to train an LLM on your documentation, tutorials, and talks like this so it can be an assistant within the editor. This is the key to unlocking productivity to the masses.
Nice marketing speak, but AI-generated answers are both too vague and unreliably accurate to be used in lieu of looking up the documentation. If you can't RTFM, you can't tell whether the AI is hallucinating, and you are in for a bad time.
ACTOR FILTERS !!! The secret sauce in level instances!! Fantastic demo. Thanks for be a rock star on project Titan!!
Trees generally do float, actually. Just not in air.
Sorry, listening in the background as I work and couldn't resist. Thank you for all your hard work, Epic.
@@DawnBriarDev well Technically they are held up by roots not floating in place
@@RedBeardedJoei think he meant in water.. because they're wood 😊
@@mrburns366 Excellllllllent.. Taps fingers. A, had to comment on your name. B, you are correct.
true;
Thanks for the video, I learned a lot of good thing to help me out with y current work!
PCG looks better and better. Really want to use it as a programmer as well, but still have not find the use case yet.
is really amazing for world desing and general pre define variations, the PC will only be as good as the base content you give it to work with, at least for fauna, flora and landscape it really feels like a new canvase the best example is minecraft and the worst starfield XD, I love starfield but is lack of misions and content on pcg worlds, In Minecraft you are aware of what PCG is and the well-structured combinations and variations allow you to do a lot, if Minecraft had a mission it would be super strange, so theres a lot o work to do over pcg for complex gameplay
7:14 Unreal batches same meshes with same materials (or Material IDs to be precise) into a single draw call since 4.24 IIRC. You can see it e.g. in RenderDoc. Unless I'm missing something.
Expecting to get an understanding of PCG but instead got a deep dive of PCG i was not ready for lol
excellent video :)
Love this!
Quick questions, can it spawn blueprints too?
Imagine like a collection of meshes for a building but with chest amd torches, particles etc..
@@mic007129 yeah node is called spawn actor
PCG can spawn anything, yes also blueprints/actors etc.
Does anyone have any Project or PDF of this video?
Why project Titan tho. Sidefx worked hard to showcase their things too. 😢
From houdini ? Project Titan with Simon Houdini or the newer ?
They require Houdini
Whatever epic is doing they are avoiding adding proper packed prefabs and introducing those super convoluted options. That is ok for cinematics, but for REAL games Artists or LD's need to move objects around, but not just hide-unhide options or random placing. Sure PCG is great, but first UE needs to fix old crappy landscape tools and then build PCG on top of it as a proper level creation tool
Yeah was incredible painful to watch... First he makes all the folders in the level then all the data layer assets, assigns them... Then for each version a level blueprint actor....
But there is hope! Scene graph will hopefully solve all this problems in a proper way.
Well @@kettenotter you have to remember something there are Teams that is all they do is PCG stuff a team just for Terrain a Team for other stuff aswell the PCG team doesnt work on Terrain or anything else unless they add PCG to it
Preach. If they actually had good built in tools like errant worlds or unitys microverse.
Yep. Seen on their roadmap though that an overhaul of the landscape system is coming. Hopefully sooner than later. Hopefully that new system and PCG merge into glory at some point
@peterallely5417 I love Unreal, but not for these side tools. I gave up on landscapes, have never once touched PCG, etc. I find it easier to just write my own class when it isn't a basic function most of the time.
Hierarchical instanced static mesh component? Gimme that. Procedural mesh component? Gimme that.
Landscape, movement component, literally anything that isn't directly tied to fundamental rendering? Nope. Just let me write my own.
a lot of this really reeks of 'stuff that'll be totally redesigned 6 months from now' - but i guess thats increasingly the way of things.
You guys need to train an LLM on your documentation, tutorials, and talks like this so it can be an assistant within the editor. This is the key to unlocking productivity to the masses.
Nice marketing speak, but AI-generated answers are both too vague and unreliably accurate to be used in lieu of looking up the documentation.
If you can't RTFM, you can't tell whether the AI is hallucinating, and you are in for a bad time.