Bounds and overlaps - Procedural Content Generation in UE5 | Tutorial Part 3

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  • เผยแพร่เมื่อ 8 พ.ย. 2024

ความคิดเห็น • 7

  • @Sworn973
    @Sworn973 13 ชั่วโมงที่ผ่านมา

    Damm, that is just perfect put together, I was here like, damm need to go over a bunch of videos and try to figure out how to prevent overlaping between objects on pcg, then also need to figure out how to deal with multiple point sources....
    And bumm, first video, exactly what I was looking for.

  • @1d33f1x3
    @1d33f1x3 5 หลายเดือนก่อน

    Perfect, thank you! Also, one mistake I was making was using the same seed for each surface sampler, make sure you change your seeds!

  • @chris987spike
    @chris987spike ปีที่แล้ว

    Nice and clear, easy to find the info im looking for. Love it! :D

  • @yyk71200
    @yyk71200 ปีที่แล้ว

    Thank yo so much!!! I have a very similar setup for trees and was wondering why it was not working. I was missing the last step where I had to connect previous boxes.

  • @adamc3607
    @adamc3607 10 หลายเดือนก่อน

    amazing

  • @alfieengland
    @alfieengland ปีที่แล้ว +1

    This is very helpful! Is there currently any way to have the point extents automatically match the size of a static mesh that you know of?

    • @MorriganGameDev
      @MorriganGameDev  ปีที่แล้ว

      I don't think it's possible. I feel like if it was the case it would require massive calculations every time something changes (besides everything else). Like the moment you have a mesh with a lot of details then it would probably crash the editor. But, I'd love to learn if I'm wrong on that.