UE5: Building Structures - #10 Convert to Static Meshes (inc. NANITE)

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  • เผยแพร่เมื่อ 24 ก.ย. 2024

ความคิดเห็น • 24

  • @peacesells2847
    @peacesells2847 ปีที่แล้ว

    Thank you for doing this video, it's full of important info that you don't see everywhere!!

  • @malliaridis
    @malliaridis 8 หลายเดือนก่อน

    This video is filled with a lot of useful information. Thanks a lot for that.

  • @SeanForsythTutorials
    @SeanForsythTutorials 5 หลายเดือนก่อน

    Absolutely stellar video, thank you so much for your time and sharing the knowledge.

  • @istealpixel7371
    @istealpixel7371 ปีที่แล้ว

    Thank you, more actual useful optimization tutorials are needed

  • @sandscraper
    @sandscraper ปีที่แล้ว

    Great video! Really appreciate you going to the effort of testing all of the combine methods!

  • @swarmagent6344
    @swarmagent6344 ปีที่แล้ว +1

    Thank you for another great video! You will get a better perf approximation in full screen (F11). It may be a bug currently, but the draw and primitive stats seem to also report editor components.

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +1

      Yes, you're right, I'm just giving an approximation of relative performance. IRL, you would build a standalone dev version for proper benchmarking and optimising.

  • @krukhlis
    @krukhlis ปีที่แล้ว +1

    UE 5 Editor surprises every day! Thanks for this essential info. Just wondering if there is any Node that you can call from your PCG that will convert PCG to the static mesh?

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +2

      Yes. If you use "Clear PCG Link" on your PCG blueprint, they will become regular, unchanging static meshes

  • @drumandbassob0007
    @drumandbassob0007 ปีที่แล้ว

    amazing tutorial really helping to cement what i have figured out on my own its helping me build out my large map , i hope you will show what to do with the floors/roofs as i haven't found a great way to do this yet , keep up they great work

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว

      I have a cunning plan for floors and roofs but I haven't prototyped it yet, so not sure if it will fully work.

  • @RomanTimm
    @RomanTimm 6 หลายเดือนก่อน

    Hey thank you for the awesome video and showing GPU monitoring.
    Question though about collisions. It seems that my walls have no collisions on them. How do I add them?

  • @AkanNota
    @AkanNota 27 วันที่ผ่านมา

    When I use Merge Actors, I can’t replace it with another object. Everything seems fine until the “Do you want to replace” warning, but after that, if I select a file named SM_Wall, my merged file is renamed to SM_SM_Wall. How can I fix this?

  • @user-ds5jd5zy2d
    @user-ds5jd5zy2d ปีที่แล้ว

    very informative, thank you
    You are good tutor :)

  • @EfficioIgnisVitae
    @EfficioIgnisVitae 11 หลายเดือนก่อน +2

    Yo, how do we make that window mesh though? T.T

    • @Nescient_
      @Nescient_ 7 หลายเดือนก่อน

      The same way we made the door mesh, take the original wall and cut out a window the same size and position as we used for the 1st video mock ups using the grid tool and save it.
      From there you need a way to place that new wall mesh.
      I couldn't get it to work alone so took the answer from the tutors awesome plugin.
      In BP_SplineWall:
      Duplicate the DoorMesh variable and name it WindowMesh. Complie and set (I set in editor to keep the BP default blank).
      Duplicate the DoorPosition array variable and name it WindowPosition.
      The logic for the door is in the construction script connected to the set static mesh node on the far right.
      In this logic duplicate the array search and boolean select and all connected pins just before the cast node.
      Rewire the new select node in between the old select node and the cast. Old select output is new B input.
      Delete the duplicated Wall Mesh getter you just disconnected.
      Replace DoorMesh variable getter connected to new A with WindowMesh variable.
      Replace DoorPosition variable getter connected to new array contains with WindowPosition variable.

  • @semirukiya5308
    @semirukiya5308 ปีที่แล้ว

    First of all - thank You for another great tutorial! I have a question tho.
    Can I just leave the spline meshes on the scene for gameplay instead of merging them? I mean a situation where You have a river or road mesh. After merging it into one mesh, it's not too good for rendering because when You see but 1 pixel of it, it will render the whole road. So hence my question if it's totally safe to just leave splines in such situation. From my understanding as long as they don't need to be recalculated (they don't move, don't get edited by anything etc.) they should be fine, right?
    Once again, a great series! Cheers!

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +1

      Yes, you can leave the spline meshes in the scene for gameplay, you don't have to convert. As always, profile your game near the end of dev to see if there's any performance bottlenecks and then you can convert to static mesh if you have to (but I think you would have to have a LOT of structures in your level).
      I think you can now have nanite meshes in your spline mesh components as well, but I need to double check that works.

    • @semirukiya5308
      @semirukiya5308 ปีที่แล้ว

      @@unrealitybites763 Yeah I'm moving to 5.3 soon and nanite on splines is one of the things I was waiting for, so I hope it actually works :D

  • @chaosordeal294
    @chaosordeal294 5 หลายเดือนก่อน

    Packed levels would not work well on terrain of unknown shape and size generated at runtime. A big set of buildings on a plane won't work in a hillside city.

  • @whale3D
    @whale3D ปีที่แล้ว

    So what would be more efficient, using PCG or Blueprint for that wall generation?

  • @gallerykim3962
    @gallerykim3962 ปีที่แล้ว +1

    What is the reason for using packed level actors instead of level instances?

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +1

      I did mention this briefly in the video but the difference is that Packed Level Actors are for static meshes ONLY and provide the instancing of the meshes (hence the Packed), whereas Level Instances can also contain functional assets such as blueprints and do not give you the benefits of instancing.

  • @wpwscience4027
    @wpwscience4027 ปีที่แล้ว

    Works for making static mesh foliage?