Thank you for this tutorial, the only one explaning multiple outputs for the custom nodes!
@scottcourtney8878
10 ай бұрын
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!
@adrienlogut3482
10 ай бұрын
That means a lot thank you ❤️
@MatijaErceg
11 күн бұрын
Thanks for this. Recommend leaving out the music in future videos.
@avishk13
9 ай бұрын
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!!
@adrienlogut3482
9 ай бұрын
Glad it was helpful!
@marcfielding2460
6 ай бұрын
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
6 ай бұрын
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).
@hervesliwa695
10 ай бұрын
Merci! For this amazing tool and these very useful tutorials!
@eggZ663
7 ай бұрын
For me PCG is the best thing in Unreal right now 😁
@Ziboo30
10 ай бұрын
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...
@gillgonzalez8479
10 ай бұрын
Love it keep the videos coming!
@chaosordeal294
5 ай бұрын
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.
@adrienlogut3482
5 ай бұрын
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
@bimordial
4 ай бұрын
This is amazing, thanks! Any chance you can explain how you would set up the attributes for an array under UE5.4?
@adrienlogut3482
4 ай бұрын
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!
@agr1467
10 ай бұрын
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!
@surprenantzac
3 ай бұрын
Can you do a video on Iteration Loop Body? I can't find any information about why / how to use it.
@adrienlogut3482
3 ай бұрын
It's not much different than the point loop body: kzitem.info/news/bejne/joCkzIVqg6l3h34si=U_bUuGGgpgBautZ3 You have to query the data yourself though.
@ArtTstudent
2 ай бұрын
Can there be actual documentation on this? If not for your video, how would new users understand the system.
@adrienlogut3482
2 ай бұрын
There are some on the Unreal site. Otherwise it's a beta plugin, it comes with less documentation that's the contract.
@bryantflores9516
7 ай бұрын
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!
@adrienlogut3482
7 ай бұрын
Yes of course, since I'm copying the points you can modify them no problem
@O_Obsidious
4 ай бұрын
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
@adrienlogut3482
4 ай бұрын
You can implement pretty much any logic either in BP or C++
@canertwo
7 ай бұрын
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?
@adrienlogut3482
7 ай бұрын
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.
@Miriuka_Entertainment
10 ай бұрын
Well, let's go
@dontdoitanyway
8 ай бұрын
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
@adrienlogut3482
8 ай бұрын
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.
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