Don't know if I'm the master, but you're welcome! :D
@lucianodaluz54145 күн бұрын
Great tutorial. It is more like a master classes! Thank you!
@Procedural_Minds5 күн бұрын
You're welcome! :)
@OoooomgOmgOmg6 ай бұрын
One of the best video about PCG! Thanks
@Procedural_Minds6 ай бұрын
You're very welcome! :)
@antoniosuarez78819 ай бұрын
this is simply awesome, thanks for sharing
@Procedural_Minds9 ай бұрын
You're welcome. Glad you liked it. :)
@ecal2025 ай бұрын
I really appreciate your PCG content. It's the best out there. Is it possible to update the BP at runtime so it is randomized each time the level is launched?
@Procedural_Minds5 ай бұрын
Sure, as long as you're running 5.4 you can randomize the seed and rebuild it when it loads.
@satishpillaigamedev6 ай бұрын
awesome pcg workflows from you brother, thanks a lot
@Procedural_Minds6 ай бұрын
You are very welcome!
@hvillacruz24 күн бұрын
I followed the steps up to 3:38, but the mesh isn't appearing.
@Procedural_Minds24 күн бұрын
Did you debug the points? Are the points there? When you press "A" to debug the point info, is it all you'd expect?
@hvillacruz23 күн бұрын
@@Procedural_Minds Hi, for some reason, the static mesh is now showing. However, I encountered a new error at 9:02 when adding attribute noise. When linked to "Copy Points," it shows the error: *"Error: Attribute/Property 'ActorReference' is not a numerical type, we can't apply noise to it."*
@nyansai7 күн бұрын
@@hvillacruz I had the same issue in 5.5. In your Attribute Noise node, look at your "Settings" to the right. Change your "Input Source" to "$Density".
@OoooomgOmgOmg5 ай 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.
@OoooomgOmgOmg5 ай бұрын
Another question... which is the difference between using a custom seed and the seed already present on the PCG component?
@Procedural_Minds5 ай 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.
@OoooomgOmgOmg5 ай бұрын
@@Procedural_Mindsthanks for the reply! I m a little fussy 😅😅
@levelgeek64639 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_Minds9 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.
@RoryMcC429 ай бұрын
Thank you!
@Procedural_Minds9 ай бұрын
You're welcome, and thank you for watching! :)
@sylvaindelaine8 ай бұрын
Great !
@Procedural_Minds8 ай бұрын
Thank you! :)
@evanlane16909 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_Minds9 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.
@evanlane16909 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.