Introduction to Geometry Scripting | Unreal Fest 2022

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Geometry scripting allows technical artists to create custom tools, meshes, and advanced workflows. Geometry scripts are a powerful addition to the development process and work at runtime, opening the possibility for another realm of interactive experiences to be created.
    We’re excited to bring you sessions from Unreal Fest 2022, available to watch on demand: www.unrealengi...
    Updated presentation slide: cdn2.unrealeng...

ความคิดเห็น • 28

  • @AliAkbarDev
    @AliAkbarDev ปีที่แล้ว +10

    You won't see the "Get supported class" override function in 5.2 onwards. Go to Class Defaults and add an entry for your class there (like StaticMesh)

  • @Sivxgamer
    @Sivxgamer ปีที่แล้ว +10

    I love the geometry scripting! It’s so open and the 200+ nodes are sweet. Is there a way to make a geometry collection from a dynamic mesh in runtime?

    • @faradaysinfinity
      @faradaysinfinity ปีที่แล้ว +3

      I thought I saw a tutorial on this recently actually

    • @Sivxgamer
      @Sivxgamer ปีที่แล้ว +1

      @@faradaysinfinity this would be so cool to build and destroy in runtime

  • @koko-nl5tp
    @koko-nl5tp ปีที่แล้ว +3

    For geometry script, it looks like its gonna be a long journey.

  • @eclecticgamer5144
    @eclecticgamer5144 ปีที่แล้ว +1

    Yes... but can you extrude an edge? Or merge two points (and overlapping edges) together? For example, take a triangle and turn it into Icosahedron (20 sided polygon, like a dice)?
    I'm looking to write a script to convert Blender's Geometry Node groups into Unreal's Geometry Scripting... but so many basic functions appear to be missing. 😔

    • @3DStephen
      @3DStephen 5 หลายเดือนก่อน

      I know it's 10 months late, but I believe the answer to both those questions is Yes. There is a Weld function to merge edges. And I believe in 5.4 you can extrude edges.

    • @eclecticgamer5144
      @eclecticgamer5144 5 หลายเดือนก่อน

      @@3DStephen
      😅 I've since written an entire library of Geometry scripting nodes that precisely mimic Blender, as well as a rudimentary translation plugin. Including a merge by distance node.
      I think it's upwards of 40 nodes translated so far.
      patreon BAMStudios501

  • @MrSmith01
    @MrSmith01 ปีที่แล้ว

    Looks cool. When does something like this come in handy in game development?

    • @mrwilsonisland1946
      @mrwilsonisland1946 ปีที่แล้ว +3

      As mentioned in the video, for game prototyping it's very very much grreat, but it can also be used straight up for building worlds, if they are geometric and fitting (think hospital, or spaceship corridors and such)

  • @workflowinmind
    @workflowinmind ปีที่แล้ว

    8:04 Just to clarify, this is only the case because it's an editor script right?

    • @chaosordeal294
      @chaosordeal294 ปีที่แล้ว

      I think he's saying this happens *if* you do the actions and then save them back to the model (just a guess, I have not fired this up yet).

  • @bethrains3105
    @bethrains3105 ปีที่แล้ว

    Neato!

  • @adrianscarlett
    @adrianscarlett ปีที่แล้ว +3

    Geometry scripting needs to be integrated into c++, with tutorials.

    • @papermartin879
      @papermartin879 ปีที่แล้ว +8

      geometry scripting's entire library is already accessible in c++ iirc

    • @NodrevJeff
      @NodrevJeff ปีที่แล้ว +5

      This is already the case. In fact, when doing some complex mesh generation, it's far more easier to manipulate the vertices buffers using the c++ API. Furthemore, lots of tools available in "Modeling" are not necessary performant, because they are coded in a "generic" way (in the sense that whatever operation you perform in any order, it should work). For example, to transform each vertex of a mesh, using GUI tools, you need to generate your DynamicMesh first, and then apply a transform operation on each vertex, which is slow. In cpp, you can perform all this at the same time. This is also valid for more complex "Modeling" algorithms.

    • @adrianscarlett
      @adrianscarlett ปีที่แล้ว

      @PaperMartin @NodrevJeff Any idea how? I can't find any tutorial content. Documentation, such as it is says blueprints and python. Nothing is ever mentioned about c++.
      I tried guessing, but I just get masses of errors.

    • @NodrevJeff
      @NodrevJeff ปีที่แล้ว

      ​@@adrianscarlett Hi, sorry for the delay, I did not look often those comments! If you are familiar with vertex buffer management in other engine, then DynamicMesh3 API is straightforward (except maybe for some vertices attribute, some being accessible directly using the class API, but other being hidden in a kind of generic "attribute" container class, but nothing too fancy). For the lot of additional tools classes available to manipulate the DynMeshs, my advice is simply to look at GeometryPlugin source code. Setting a breaking point on a simple GeometryTool and go step by step. For example, I had a need to merge 2 meshes, so I had a breakpoint in the "boolean" tool and figured how it was working. One big advantage of UE is that you have access to the source code of everything available in the editor.

    • @CanadianReset
      @CanadianReset ปีที่แล้ว

      @@adrianscarlett If you double click a blueprint node it should take you to the source for that node. You can go from there.

  • @adrianscarlett
    @adrianscarlett ปีที่แล้ว

    12:10 I hate it when people make light of OCD, just by making lines straight. OCD is debilitating for genuine sufferers

    • @tmilker
      @tmilker ปีที่แล้ว +7

      They call it a spectrum for a reason and you don't know anything about this guy.

  • @gerixxx1
    @gerixxx1 ปีที่แล้ว

    Awesome!!

  • @leo.smenezes
    @leo.smenezes ปีที่แล้ว +1

    I didn't understand the nodes "Get Compute Mesh Pool" and "Request Mesh". Could someone explain to me? Why are they needed and what do they do?

    • @blakeXYZ
      @blakeXYZ ปีที่แล้ว

      Any luck with 'Get Compute Mesh Pool' and 'Request Mesh'? Any documention you found useful, please share!

  • @Lamatetatonka
    @Lamatetatonka ปีที่แล้ว

    Woudl this work on mobile also?

  • @meowme7644
    @meowme7644 ปีที่แล้ว

    Thanks 👍👍👍

  • @terrablader
    @terrablader ปีที่แล้ว +1

    frate rate is a massive issue here. has anyone found that ?