Quickly and Easily Assemble Modular Buildings With PCG

  Рет қаралды 2,700

Procedural Minds

Procedural Minds

Күн бұрын

Lots of asset packs come with premade buildings that just don't have the windows, doors, or general exterior props scattered around. This video shows a way of setting them all up to easily populate them all and be able to merge them together without worrying about overlapping pieces.
The assets I use are from the Fantastic Village Pack from the Unreal Marketplace that's part of the Forever Free collection: www.unrealengine.com/marketpl...
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Patreon: / procedural_minds
Discord: / discord
Twitch: / krozjin
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Chapters:
00:00 - Final Product Demo
00:21 - Enable PCG
00:43 - Blueprint Setup
02:55 - PCG Graph Start
03:55 - Set up Sockets in Static Mesh
06:54 - Doors
10:43 - Bottom Windows
13:25 - Upper Windows
13:55 - Quick Window Fix
14:13 - Chimney
14:53 - Combine Building Pieces Setup

Пікірлер: 21
@llargemann
@llargemann 18 күн бұрын
One of the best video about PCG! Thanks
@Procedural_Minds
@Procedural_Minds 17 күн бұрын
You're very welcome! :)
@kryogenicgames
@kryogenicgames 3 ай бұрын
master of PCG,, thank you
@Procedural_Minds
@Procedural_Minds 3 ай бұрын
Don't know if I'm the master, but you're welcome! :D
@antoniosuarez7881
@antoniosuarez7881 3 ай бұрын
this is simply awesome, thanks for sharing
@Procedural_Minds
@Procedural_Minds 3 ай бұрын
You're welcome. Glad you liked it. :)
@satishpillaigamedev
@satishpillaigamedev 12 күн бұрын
awesome pcg workflows from you brother, thanks a lot
@Procedural_Minds
@Procedural_Minds 8 күн бұрын
You are very welcome!
@RoryMcC42
@RoryMcC42 3 ай бұрын
Thank you!
@Procedural_Minds
@Procedural_Minds 3 ай бұрын
You're welcome, and thank you for watching! :)
@sylvaindelaine
@sylvaindelaine 2 ай бұрын
Great !
@Procedural_Minds
@Procedural_Minds 2 ай бұрын
Thank you! :)
@levelgeek6463
@levelgeek6463 3 ай бұрын
Great idea ! Small question though, as I'm learning Houdini at the moment : why do you use PCG in unreal vs Houdini for unreal? Is it a cost issue or is there any shenanigans that I'm not able to understand yet ?
@Procedural_Minds
@Procedural_Minds 3 ай бұрын
Simple answer: Houdini is super advanced and I don't know it. If I knew Houdini that'd be awesome, but it's a very complicated program I'm not familiar with enough.
@llargemann
@llargemann 6 күн бұрын
Why create the parameters on the BP and not directly on the PCG and modify them on the PCG component attached to the BP? so you don't have to be worried about missplelling and you can substite a lot of anonimous getActorProperty() on the graph with spefic getParameter() that show the name of the parameter, so a large graph like this become more readable.
@llargemann
@llargemann 6 күн бұрын
Another question... which is the difference between using a custom seed and the seed already present on the PCG component?
@Procedural_Minds
@Procedural_Minds 6 күн бұрын
It's just a matter of preference. It's much easier to just click on the BP and just edit the variables without needing to also scroll through the component and select the PCG one. As for the seed, from my understanding there's the global seed for the graph, and the seed per node.
@llargemann
@llargemann 6 күн бұрын
@@Procedural_Mindsthanks for the reply! I m a little fussy 😅😅
@evanlane1690
@evanlane1690 3 ай бұрын
This is EXTREMELY helpful. I haven't watched all of it, so you might covered it, but what are your thoughts on how to use this type of system to update and populate static meshes based on world state? I'm thinking something like the trash and fires in the later parts of Spiderman for PS4. Do you think you could use this for that kind of real-time gameplay driven placement system?
@Procedural_Minds
@Procedural_Minds 3 ай бұрын
As of 5.3 the real time aspect isn't fully functioning. With 5.4 it should start working so I'll be doing tests on it at that point.
@evanlane1690
@evanlane1690 3 ай бұрын
​@@Procedural_Minds Awesome! Thanks for the reply. I was thinking about upgrading from 5.3 to 5.4. It seems like a lot of great additions. Subscribed, btw. Great content man.
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