UE5 Geometry Script - Bake To Static Mesh

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  • เผยแพร่เมื่อ 17 ต.ค. 2024
  • Quick demo of how to add a call-in-Editor button to a GeneratedDynamicMeshActor that will allow you to "bake" the current procedurally-generated mesh to a StaticMesh Asset, using Blueprints. Combined with Geometry Script procedural mesh generation, this small workflow allows you to create Procedural StaticMesh Asset Generators.

ความคิดเห็น • 29

  • @gronklywonk
    @gronklywonk หลายเดือนก่อน

    Just dropping a comment to say what a great set of tools geometry script is, been playing around with it while coming up with a procedural building generator. You can go a long way with splines, clever UV tricks and instancing, but geometry script is that extra bridge that opens up a world of possibilities. I know you get a lot of questions about runtime things, but for me the genius of these tools is what you can do with them in Construction Script.
    Also it would be nice to have an easy way, when using Create Mesh from Spline, to pin a vertex to each spline point that is of linear type. I made a little BP function to do this after the fact, but I initially sample at a higher degree than probably needed and I’m sure it would be faster if written by someone with actual chops.
    Anyway that tiny request aside,awesome tool set. Love it.

  • @Olelumos
    @Olelumos 2 ปีที่แล้ว +1

    So cool to see this now after it being a feature highlight in the presentation :) Can't wait to have time to play around with this

  • @Shrooblord
    @Shrooblord ปีที่แล้ว +1

    Thank you! And thanks also for showing me Convert to Validated Get -- I wasn't aware of this nullchecker BP node 👀

  • @hiro4476
    @hiro4476 ปีที่แล้ว

    how do you create a star static mesh? I first created a GeneratedDynamicMeshActor in Content Browser then... I just could figure out where and how can I assign other static mesh as my dynamic mesh.

  • @vfxfisher
    @vfxfisher 5 วันที่ผ่านมา

    I do not have Get Dynamic Mesh - I have Geometry Scrip plugin enabled. I must be missing...something.

  • @maomaogamedev
    @maomaogamedev 2 ปีที่แล้ว +1

    Awesome! i see a lot of cool new features in the UE5 preview! I wonder, where do you get these Dynamic mesh Blueprints from? (BTW, loving the stairs presets!)

    • @RyanSchmidtEpic
      @RyanSchmidtEpic  2 ปีที่แล้ว

      You have to enable the Geometry Scripting plugin, as shown in the first video in this playlist: th-cam.com/play/PLnogvUVeY_MiSIgHp1b4TWgkZYJtl_37a.html

    • @maomaogamedev
      @maomaogamedev 2 ปีที่แล้ว

      @@RyanSchmidtEpic thank you! looks super promising

  • @MADMOVIESINC
    @MADMOVIESINC 6 หลายเดือนก่อน

    This was a huge help! Thanks a lot!

  • @Pistolsatsean
    @Pistolsatsean 2 หลายเดือนก่อน

    I am trying to use geometry script to merge a bunch of static meshes together at runtime. Thanks to your video about using Geometry Script at runtime I am (seemingly) able to do the first half: to copy static meshes to dynamic meshes and append them, using "Copy Mesh From Static Mesh" and "Append Mesh" nodes. However it doesn't seem to want to work going the other direction using "Copy Mesh To Static Mesh".
    Thinking about it more, this issue is probably because I am trying to copy to an empty static mesh, which I guess won't work because it doesn't "exist" in the level, so I guess I have to spawn a dummy static mesh and replace it with the Dyn Mesh copy?
    Edit: I believe ^ is the solution, I am spawning a new Static Mesh Actor, and a new Static Mesh Object to function as dummies for the copy to static mesh operation!

  • @matlarasta
    @matlarasta 4 หลายเดือนก่อน

    why bake to static m ? Better performance ?

  • @lolaswift111
    @lolaswift111 9 หลายเดือนก่อน

    wow. can it work with skeletal mesh?

  • @solarcookies
    @solarcookies 2 ปีที่แล้ว

    Will loading and saving to static mesh be supported at runtime and if not is it planed to add a load and save to .obj file at runtime?

    • @RyanSchmidtEpic
      @RyanSchmidtEpic  2 ปีที่แล้ว +2

      This is a bit outside the scope of geometry script. It is not possible to create a static mesh asset at runtime, that is a limitation of Unreal Engine. I think it is sometimes possible to load a static mesh asset from pak files but I am not an expert in that at all, so I can't say for sure. OBJ loading might be handled by Datasmith Runtime (docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/Datasmith/Overview/UsingDatasmithAtRuntime). I have also have some sample code on github for OBJ loading/saving if you are comfortable with C++: github.com/gradientspace/UnrealRuntimeToolsFrameworkDemo/tree/main/Plugins/RuntimeGeometryUtils/Source/RuntimeGeometryUtils/Public

    • @AndyWood1
      @AndyWood1 2 ปีที่แล้ว +4

      @@RyanSchmidtEpic I was so excited about this and then I ran into this wall. Unreal seems to really want to view static meshes as fundamentally rooted to files on disk, rather than freewheeling memory objects. In a procedural game, you'd want to generate just the memory rep of static meshes, without the files. DynamicMesh is clearly almost there already. You just need a real, first-class UStaticMesh type that only lives in memory with a finite lifetime. You're SO close to supporting procgen. But stuff like this stops you one inch before the finish line.

    • @CruelCrusader90
      @CruelCrusader90 2 หลายเดือนก่อน

      i dont know if Ryan created a video covering it but i been trying to make this work using a "Create New Static Mesh Asset From Mesh" Node till i found this video just now. im still learning UE so i dont know how to connect every pin from every node so i couldn't figure out the "Asset Path And Name" pin from the create new static mesh node.
      but i think that is the key to answering your question, probably need some formula attached to an event and/or "For Each Loop" that will automatically change the name incrementally. 🤷‍♂🤷‍♂
      ill figure it out eventually, if i cant find a Tut for it. but something you could attempt to play with if you want.

  • @notsoclearsky
    @notsoclearsky 2 ปีที่แล้ว

    Can we somehow animate a changing staircase? Is that even possible?

    • @RyanSchmidtEpic
      @RyanSchmidtEpic  2 ปีที่แล้ว

      if you mean in-game, you probably want to watch this one: th-cam.com/video/Pj-3sYOZEow/w-d-xo.html

    • @notsoclearsky
      @notsoclearsky 2 ปีที่แล้ว

      @@RyanSchmidtEpic thanks for the help but i want to export a changing staircase animation as either an fbx,obj or gltf file. Do you know of a way to do this?

  • @olliveraira6122
    @olliveraira6122 ปีที่แล้ว

    What if I want to create the static mesh asset from the BP?

    • @RyanSchmidtEpic
      @RyanSchmidtEpic  ปีที่แล้ว +1

      There is a function CreateNewStaticMeshAssetFromMesh

    • @myth0genesis
      @myth0genesis ปีที่แล้ว +1

      @@RyanSchmidtEpic I can't seem to get CreateNewStaticMeshAssetFromMesh to work. I'm hung up on what to put into the "Asset Path and Name" field. I tried putting the path of my project's content folder, both the relative and absolute paths, and tried entering a filename, both with and without the ".uasset" extension, and half the time it does nothing and the other half of the time it crashes the engine. What goes in here? And where does the "StaticMeshAsset" output pin go? Or can I just leave it unconnected?

    • @awakenwithoutcoffee
      @awakenwithoutcoffee ปีที่แล้ว

      @@myth0genesis did you manage to fix it ?

    • @adamc3607
      @adamc3607 ปีที่แล้ว

      @@RyanSchmidtEpic Hi Ryan, this function seems to always result in a crash

    • @vadstart
      @vadstart 7 หลายเดือนก่อน +2

      @@awakenwithoutcoffee I managed to get it to work! The string in the "Asset Path and Name" field should be in the following format: "/Game/YourAssetName". The "/Game/" prefix is absolutely required for some reason.

  • @anatolio8689
    @anatolio8689 ปีที่แล้ว

    Thank you

  • @shadowmonkeyking5278
    @shadowmonkeyking5278 ปีที่แล้ว +1

    How did you transform it using the vector clicker when it is not a regular append option (example append box), i am trying to transform 3d objects using the same scaler tool but appendmesh has completely different value requirements compared to appendbox and appendsphere which already come with a shape in mind.