Unreal Engine 5.3 PCG - Ep 6 - Custom Blueprint Nodes

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  • Опубликовано: 15 ноя 2024

Комментарии • 43

  • @ATG-j2r
    @ATG-j2r 10 месяцев назад +3

    Thank you for this tutorial, the only one explaning multiple outputs for the custom nodes!

  • @scottcourtney8878
    @scottcourtney8878 11 месяцев назад +3

    Adrien, this is SUPERB! All those pesky questions we've all asked you on the Discord forum have clearly flowed into the creation of this tutorial. This answers some of my current issues with custom nodes, and I' expect to refer back to this video often in the future. Thank you so much!

    • @adrien_logut
      @adrien_logut  11 месяцев назад

      That means a lot thank you ❤️

  • @avishk13
    @avishk13 11 месяцев назад

    SOOO Helpful!! There's lots of PCG content out there, but few go into such detail and complexity with this awesome tool. Thanks a lot!!

  • @roja
    @roja 18 дней назад

    Truly grateful for you sharing your knowledge.

    • @adrien_logut
      @adrien_logut  18 дней назад

      Haha thanks for the nice words! You're binge watching them :D

  • @marcfielding2460
    @marcfielding2460 8 месяцев назад

    Echoing what others have said, what a great tutorial, I'm using PCG graphs to create hundreds of levels all of which need trees etc but also need X number of PoI's and mobs - I was having a real head scratcher until I found this.

    • @marcfielding2460
      @marcfielding2460 8 месяцев назад

      If I may ask a question? If I have a totally flat terrain of a fixed size with a PCG graph, will the surface sampler always pick the *exact* same points given the same seed cross platform? In my testing I seem to be able to reliably store state info in my DB for something(say a tree) by using the X/Y cords as the lookup(along with the PCG Seed).

  • @eggZ663
    @eggZ663 8 месяцев назад

    For me PCG is the best thing in Unreal right now 😁

  • @Ziboo30
    @Ziboo30 Год назад +1

    Thank you for this advanced tutorial. It is extremely useful. Idea for another tutorial, I would love to see how multiple PCG could interact together. Can one PCG graph generate just points with metadata, and another graph able to query theses points in the world with the metadata attached, to do something else with it, etc...

  • @agr1467
    @agr1467 Год назад +1

    Great Video! Quick question, in the Spawn Actor node, what does the Option: Collapse and Option: MergePCGOnly options do? It seems like Collapse generates a hierarchal instanced mesh instead of actually spawning the actors like the NoMerging option does, but I'm not sure what the behaviour means exactly. Could you clarify? Thanks!

  • @hervesliwa695
    @hervesliwa695 Год назад

    Merci! For this amazing tool and these very useful tutorials!

  • @dawidwieczorek7425
    @dawidwieczorek7425 4 дня назад

    Great tutorial

  • @chaosordeal294
    @chaosordeal294 7 месяцев назад

    I am selecting to use BP whenever possible. The slowdown is only going to affect load times, mostly pre-gameplay, and it's likely to be a few seconds at the most. I'm ok with that.

    • @adrien_logut
      @adrien_logut  7 месяцев назад

      That's because you haven't started to make something complex ;) we have an internal project that uses a lot of blueprint and it is awfuly slow

  • @mclothmann
    @mclothmann 12 дней назад

    Absolutely great vid as always even a year later! A question I had while watching this tho, is there a way to skip an index/point instead of the BP picking random points? This would be pretty neat for more repetitive control for splines etc. I tried with a Modulo node but didnt get it to work :D

    • @adrien_logut
      @adrien_logut  12 дней назад +1

      Oh crap already 1 year has passed...
      You have full control with the BP to output the points you want!
      You can also check the follow up video with the Point Loop Body function that can return false to discard a point.
      Come on Discord if you want to talk about it :) it's better than the RUclips comments x)

    • @mclothmann
      @mclothmann 10 дней назад

      @ I actually managed to get this to work with the Modulo node! It’s skipping an index each time. Thanks for the knowledge you share, it’s really really valuable, also I joined the Discord so I’ll see you there some day :)

  • @gillgonzalez8479
    @gillgonzalez8479 Год назад

    Love it keep the videos coming!

  • @bimordial
    @bimordial 6 месяцев назад

    This is amazing, thanks! Any chance you can explain how you would set up the attributes for an array under UE5.4?

    • @adrien_logut
      @adrien_logut  5 месяцев назад

      You unfortunately can't use arrays as attributes, attributes are only base types.
      You can though create an attribute set with multiple entries. You can see that in this video I add an entry for the attribute set. If you want multiple values, you can add multiple entries!

  • @surprenantzac
    @surprenantzac 4 месяца назад

    Can you do a video on Iteration Loop Body? I can't find any information about why / how to use it.

    • @adrien_logut
      @adrien_logut  4 месяца назад

      It's not much different than the point loop body: ruclips.net/video/-JnfQ4JwFTI/видео.htmlsi=U_bUuGGgpgBautZ3
      You have to query the data yourself though.

  • @canertwo
    @canertwo 8 месяцев назад

    Hey Adrien, I am so glad I found your channel! It has been very insightful so far. A few devs (including me) are trying to use PCG sampling on procedurally generated meshes (Unreal Forums thead "PCG with a Procedural Mesh"). My efforts have led me here so far, and now I am trying to make a custom PCG node that takes a procedural mesh and samples points onto it. However, I am struggling with this and I'm wondering if this is even possible with the current 5.3.2 version. Could you give us a hint?

    • @adrien_logut
      @adrien_logut  8 месяцев назад

      I'm not sure how Procedural meshes work, but we have the Mesh Sampler not part of the PCG GeometryScript Interop plugin. It's a native conversion of the Mesh To Point node that you can find in the deprecated BPs in the PCG plugin content. It uses Geometry Script underneath. So you need to have some kind of sample function on your mesh to get a list of Transforms, and convert those into points.

  • @MatijaErceg
    @MatijaErceg Месяц назад +2

    Thanks for this. Recommend leaving out the music in future videos.

    • @ThreeTreeDog
      @ThreeTreeDog 20 дней назад

      Drives me nuts repeating the same line over and over for 20 min... music is annoying in instructional videos, If i need background sound ill open another tab and make the volume lower..

    • @adrien_logut
      @adrien_logut  7 дней назад

      Yeah you're right. I'm torn a bit, I really feel the silence deafening and the music makes it nicer to fill the holes. But on the other hand, you can't accelerate the video because the music will be awful, and indeed you can't listen to your music at the same time. But I'm biased I can't listen to my voice alone for long xD
      I'll try without music for the next video see if it is better, thanks for your feedback.

    • @ThreeTreeDog
      @ThreeTreeDog 6 дней назад

      @@adrien_logut other than that these videos are the best PCG breakdown we have gotten so far out of EPIC, Thank You!

  • @TaiPham-y4c
    @TaiPham-y4c 7 дней назад

    Hi Adrien, thank you so much for your awesome video. Could I ask you a question. In Unreal Engine 5.4, I can't find the type of variable (AttributeSet) like in Unreal Engine 5.3, could you let me know how to fix it?

    • @adrien_logut
      @adrien_logut  7 дней назад +1

      Hum that's weird, it's either Attribute set or PCG Param Data.

    • @TaiPham-y4c
      @TaiPham-y4c 5 дней назад

      @@adrien_logut Thank you so much. I fixed.

  • @O_Obsidious
    @O_Obsidious 6 месяцев назад

    Is there a way to incorporate forms of Triangulation methods using these nodes? I'd like to generate fully random dungeons using PCG but im having a real hard time lol

    • @adrien_logut
      @adrien_logut  6 месяцев назад

      You can implement pretty much any logic either in BP or C++

  • @ArtTstudent
    @ArtTstudent 3 месяца назад

    Can there be actual documentation on this? If not for your video, how would new users understand the system.

    • @adrien_logut
      @adrien_logut  3 месяца назад

      There are some on the Unreal site. Otherwise it's a beta plugin, it comes with less documentation that's the contract.

  • @bryantflores9516
    @bryantflores9516 8 месяцев назад

    Hi Great tutorial, is it possible to manually change the values of point data inside of blueprints? Here you're only selecting indexes of an array to keep, but still very useful!

    • @adrien_logut
      @adrien_logut  8 месяцев назад

      Yes of course, since I'm copying the points you can modify them no problem

  • @dontdoitanyway
    @dontdoitanyway 9 месяцев назад

    Hey if you ever see this comment would you be able to do a tutorial on making like a randomly generated dungeon or just randomly genrated rooms, that would be nice

    • @adrien_logut
      @adrien_logut  9 месяцев назад +1

      That's way more complicated unfortunately! But there are some people that already managed to do it.
      I don't plan to do it in the short term, I'll focus more on explaining the different tools so people can combine them and make great things.

  • @Miriuka_Entertainment
    @Miriuka_Entertainment Год назад

    Well, let's go

  • @Dogefather-c8j
    @Dogefather-c8j Год назад

    nice shit