How to Easily Create Procedural Curbs & Sidewalks Using Splines and PCG in Unreal Engine 5

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  • เผยแพร่เมื่อ 12 พ.ย. 2024

ความคิดเห็น • 17

  • @Tridev_Roy
    @Tridev_Roy 16 วันที่ผ่านมา +1

    Thanks a lot ❤need more pcg videos ❤

    • @allthingsgame_
      @allthingsgame_  16 วันที่ผ่านมา +1

      More to come Soon! :-)

  • @rsamna2494
    @rsamna2494 20 วันที่ผ่านมา +2

    This is so useful. Please keep the PCG tutorials coming

  • @cgimadesimple
    @cgimadesimple 12 วันที่ผ่านมา +1

    amazing results!!❤

  • @timeforsleepzzz
    @timeforsleepzzz 25 วันที่ผ่านมา +2

    thank you so much! this is amazing

  • @maschinelab8598
    @maschinelab8598 13 วันที่ผ่านมา +6

    thank you, but I hate when creator put a thumbnail for their videos that is not what they are doing on the video itself.🤔

    • @allthingsgame_
      @allthingsgame_  13 วันที่ผ่านมา

      Well but you definitely can nake something like the thumbnail following the video

  • @BayThand
    @BayThand 9 วันที่ผ่านมา

    How make mesh deformation to spline ?

    • @BayThand
      @BayThand 9 วันที่ผ่านมา

      like you video cover?

    • @allthingsgame_
      @allthingsgame_  8 วันที่ผ่านมา

      Great question! There are few ways to achieve this
      1. You can use a spline mesh component , you can adjust the tangents to control the. Bending
      2. If your mesh has enough subdivision it should give you decent amount of bending in pcg itself

  • @DeadRabbitCanDance
    @DeadRabbitCanDance 11 วันที่ผ่านมา +1

    Hello!
    Tell me how to do the following functionality.
    I want to be able to press a button in the editor or make a hotkey or make an item in the menu that will call Blueprint in editor mode and create objects according to the template at the point that will be specified. for example - it will simply create one from a list of possible objects in the right place.
    And if this is possible, it will check whether there is something below and if there is a surface below, it will, as it were, drop the object down
    I want to figure out how this can be called in editor mode, because in general my wishes are much greater, I want to try to make templates that will do some logic and create objects. It is desirable that the created objects be StaticMesh

    • @allthingsgame_
      @allthingsgame_  11 วันที่ผ่านมา

      @@DeadRabbitCanDance you can easily achieve this using construction scripts with exposed blueprint variables . You can have a list of items you need as template as Enum and accordingly spawn static meshes in the construction script

    • @DeadRabbitCanDance
      @DeadRabbitCanDance 11 วันที่ผ่านมา +1

      @@allthingsgame_ Thank you!
      How can I call a blueprint script for execution from the editing mode and pass some parameters to it (for example, current mouse coordinates). Is it possible to make a context menu appear when calling this script and have the ability to set some parameters, turn on or off a checkbox? , select an element from a dropdown list?
      If you have the desire and interest, you could make a training video on how to implement this entire structure as a whole, I think many people have ideas about how specifically and what it can be used for. I don’t understand how to even call and interact with this script from editor mode.

    • @allthingsgame_
      @allthingsgame_  10 วันที่ผ่านมา

      Check out my latest video about construction scripts .it has something similar to what you want maybe . Thank you

  • @satishkumarrawat8714
    @satishkumarrawat8714 23 วันที่ผ่านมา +1

    great

  • @PsijicV
    @PsijicV 26 วันที่ผ่านมา +1

    Do you need to use ISM or HISM?

    • @allthingsgame_
      @allthingsgame_  26 วันที่ผ่านมา +2

      It depends on the asset , if you have a large number of identical assets , i would prefer ISM. Similiarly if you want to use culling and LODs preferably for large Open world scenes , HISM is the way to go.
      Hope that helps