UE5 Concept - Floating islands using Procedural Generation (PCG)

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  • Опубликовано: 13 окт 2024

Комментарии • 19

  • @ArtificialSoulsStudio
    @ArtificialSoulsStudio 2 месяца назад

    I'm literally making this for my game and working on it for past 2 months.

  • @OneManArmies-mm8yj
    @OneManArmies-mm8yj Год назад

    Really Nice work man

  • @CrisisDispenser
    @CrisisDispenser 3 месяца назад

    I just downloaded the project files but after copying them into the Content directory, they don't seem to be working. I tried populating Static Mesh Spawners with my own meshes but nothing is showing up.

  • @gurelbenshabat
    @gurelbenshabat Год назад

    Wow amazing 😮

  • @hessy7897
    @hessy7897 Год назад

    Hey, amazing video! Is there option to create islands with seed (like worlds in Minecraft, sending seed to someone and getting exacly same world)?

    • @UnLuckyLust
      @UnLuckyLust  Год назад +1

      In this asset I don't think it will be possible, because there are many parts that rely on random numbers.
      To do it like minecraft you have to build everything from the beginning when it relies on the seed number

  • @schalky182
    @schalky182 6 месяцев назад

    i downloaded the files but doesn't seem to be recognised in ue

  • @flurishart612
    @flurishart612 Год назад

    Very cool man! The only thing I'm wondering about is how the grass is spawned on a grid. It looks a bit strange and also makes it so the ground cannot be uneven I believe. Is there another solution that could instead of using a grid, create a mesh that fills in the spline, so it generates the spline like you have right now, but instead of having a grid it creates a mesh to fit the spline area? I feel like it could be possible with the procedural mesh generation tools. However, I haven't had much luck mixing PCG and procedural mesh generation. I haven't found a way to sample procedural meshes, like my blueprint works for sampling a normal static mesh with my pcg component, but when i replace it with a procedural mesh in the BP the PCG component isn't able to scatter on it.

    • @UnLuckyLust
      @UnLuckyLust  Год назад

      I think the spreading of the grass can be done nicely only with PCG. You can always make it more random by inserting a Transform Points node and changing the position as well as the seed. In addition, you can make several layers of grass, with each layer having slightly different settings, so that places with more grass and more empty places are created randomly

  • @gryphon7675
    @gryphon7675 Год назад

    This is amazing! Is there anything that could be done to make the terrain less flat? Or to blend the grass/dirt cubes together to be seamless?

    • @UnLuckyLust
      @UnLuckyLust  Год назад

      You can use the 'transform points' node before spawning to the floor. And define min and max transform for it, to get the uneven floor.
      I used cubes to make the floor flat, and so that the mesh doesn't overlap each other, but you can use any other mesh that fits your project.

  • @Buubbles
    @Buubbles Год назад

    you should do tutorials man, it's amazing !

  • @MichaelEmbers
    @MichaelEmbers Год назад

    We need a real tutorial with the cave generation too lol this is so cool

  • @keefman85
    @keefman85 Год назад

    what tts do you use

  • @TheWok640
    @TheWok640 Год назад

    hey! awesome video could you explain the creating and removing spline custome events you made thanks

    • @UnLuckyLust
      @UnLuckyLust  Год назад +1

      Thanks for the question, I will make a short video on spline data and PCGs

    • @TheWok640
      @TheWok640 Год назад +1

      @@UnLuckyLust thank you so much 😁

    • @UnLuckyLust
      @UnLuckyLust  Год назад +1

      The video is a bit longer than I thought, but it explains in detail how to use splines and meshes to control PCG. The video is live now

  • @begolu9907
    @begolu9907 Год назад

    Pls sir make tutorial