Streamlining Indoor Environment Creation with PCG and Geometry Script in UE5 | Unreal Fest 2024
ฝัง
- เผยแพร่เมื่อ 21 ก.ย. 2024
- In this session, Aardman Animations will explain how they leveraged procedural content generation (PCG) and geometry script frameworks in UE5 to address the near ubiquitous challenges of high content requirements and a short production cycle during the production of Chicken Run: Eggstraction.
Drop in and learn about Aardman’s approach to developing and iterating a simple, robust, set of designer-led tools built around PCG and geometry script for indoor level building.
Wow very nice 👌 it would bé awesome to have thèses graphs
We'll look into whether this is possible.
@@docjaq normally it is but we have to change the assets paths manually
@@docjaq Thanks for the presentation. TD here (newer to UE). I didn't catch where you are actually executing the "GS_WallGenerator". I have created a simple mesh deformer using the "Dynamic Mesh Component" BP, but am unsure how I could run that within the PCG Graph. Under "execute blueprint" the class doesn't show up. Any insight would be appreciated!
Or can Unreal please send them a couple Mil to integrate this into a UE5 update? Haha Just add PCG roof/pitch/center line adjustments as well as PCG roof clutter. Also PCG climbable/interactive elements for mountains/buildings, puzzles etc
Idk if you realize what you’re asking for
Epic operates by offering the engine for free. So unless they are selling games, having partner deals, or other channels of income, the engine itself is a loss to them
That being said, the marketplace generates them tremendous amounts of money, while also helping other people earn money
You’re literally pointing out a gap that can be filled, and instead of making the solution yourself, and even selling it so YOU CAN MAKE MONEY, you’re saying Epic should just do it?
I’ve made thousands of extra dollars by literally selling assets for systems that, sure, epic could just go ahead and make, but instead, I MADE it, AND got loads of money from it, and Epic did too
You’re literally pointing out an opportunity to make money, and doing nothing with it
I’m extremely grateful for all the “missing features” the engine doesn’t come with because I get to rake in so much by creating the tools myself
Not only that, but every user that buys and reports a bug: guess what? You just got a bug report BEFORE production
By the time your game goes live, if you’re using assets you’ve created, you’ve gotten hundreds of playtests using your systems and get to iron them out
Idk if you realize what you’re asking for
Epic operates by offering the engine for free. So unless they are selling games, having partner deals, or other channels of income, the engine itself is a loss to them
That being said, the marketplace generates them tremendous amounts of money, while also helping other people earn money
You’re literally pointing out a gap that can be filled, and instead of making the solution yourself, and even selling it so YOU CAN MAKE MONEY, you’re saying Epic should just do it?
I’ve made thousands of extra dollars by literally selling assets for systems that, sure, epic could just go ahead and make, but instead, I MADE it, AND got loads of money from it, and Epic did too
You’re literally pointing out an opportunity to make money, and doing nothing with it
I’m extremely grateful for all the “missing features” the engine doesn’t come with because I get to rake in so much by creating the tools myself
Not only that, but every user that buys and reports a bug: guess what? You just got a bug report BEFORE production
By the time your game goes live, if you’re using assets you’ve created, you’ve gotten hundreds of playtests using your systems and get to iron them out
I've bought enough Skins on Fortnite to have a say, and this just sound reasonable.
Great video
Thanks a lot
Very cool
niceeee!
If you are baking everything from procedural generation aren't you giving up on instancing, tiling etc. resulting in a lot of repeated data baked into big textures and big meshes?
We instance within each PCG blueprint. But yes, we give up some performance for the flexibility.
Dynamic meshes work with lumen now?? Is there something you need to enable cause it's still not working for me in 5.4 :(
Also great video btw :)
They bake the Dynamic Mesh into a static mesh. (there is an official Unreal video about how they do that for Lyra)
@@PierreHornez Aww :(
I'm creating the meshes at runtime so that wont work 😭
We bake to ISMs, on our project, yes. But I did mention in the talk that I'd been told that you can use Dynamic Meshes directly with Lumen now/soon. A quick search seems like maybe it is an upcoming feature in 5.5.
@@docjaq Thanks for clarifying!
I wish you guys were doing more for XR.
I actually would have loved to see the bp for the floors lol
It's mostly C++. I will look into whether we can share this stuff later this year.
@@docjaq Cheers, mate. You guys did a fantastic job.
💎
Please make a tank procedural caterpillar fnd suspension tutorial in control rig🙏
Wow, that is _very_ specific.
This video feels mostly like a dangled carrot.
Pretty proud of that pentagram in their company logo aren't they
Yeh
That is not a pentagram, just a five pointed star
@@CyberWolf755 point down is always a pentagram. I suppose there is a slight chance they are just completely naive when it comes to symbology but i doubt it.
@@jrp1021 no one cares about your bible clutching opinion
I'm pretty sure it has pagan origins that predates Christianity by thousands of years