Unreal Engine 5.3 PCG - Ep 6 - Custom Blueprint Nodes

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Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2/5.3.
This sixth video talks about:
* The limit of the select points node
* How to create oue own custom blueprint node, for your custom logic
* What are the advantages and drawbacks of BP nodes

00:00 Introduction
00:43 Initial Setup - Native Select Points
01:42 Select Points hidden secret
02:34 Create a new PCG Blueprint Element and expose it
03:43 Adding node settings
04:20 Setup pins
05:18 Execute logic and Context explaination
06:21 Iterate on inputs and store them into local vars
07:30 Maths! Chosen number to keep computation.
08:53 How to do random in PCG
09:38 Dispatch points into 2 arrays
10:46 Create PCG Point Data and feed points
12:18 Attribute set and attribute creation
14:26 Add tagged data to output collection
15:59 Output the collection at the end
16:12 Test time!
18:15 Extra: Change default node name
19:03 Extra: Change node color
19:19 Extra: Preconfigured settings
20:43 Performance discussion
22:01 Conclusion

Music from #Uppbeat (free for Creators!):
License code: UXS6ZL6DI78EDJCY
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Thank you for this tutorial, the only one explaning multiple outputs for the custom nodes!

ATG-jr
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Adrien, this is SUPERB! All those pesky questions we've all asked you on the Discord forum have clearly flowed into the creation of this tutorial. This answers some of my current issues with custom nodes, and I' expect to refer back to this video often in the future. Thank you so much!

scottcourtney
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Truly grateful for you sharing your knowledge.

roja
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SOOO Helpful!! There's lots of PCG content out there, but few go into such detail and complexity with this awesome tool. Thanks a lot!!

avishk
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Echoing what others have said, what a great tutorial, I'm using PCG graphs to create hundreds of levels all of which need trees etc but also need X number of PoI's and mobs - I was having a real head scratcher until I found this.

marcfielding
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For me PCG is the best thing in Unreal right now 😁

eggZ
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Thank you for this advanced tutorial. It is extremely useful. Idea for another tutorial, I would love to see how multiple PCG could interact together. Can one PCG graph generate just points with metadata, and another graph able to query theses points in the world with the metadata attached, to do something else with it, etc...

Ziboo
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Great Video! Quick question, in the Spawn Actor node, what does the Option: Collapse and Option: MergePCGOnly options do? It seems like Collapse generates a hierarchal instanced mesh instead of actually spawning the actors like the NoMerging option does, but I'm not sure what the behaviour means exactly. Could you clarify? Thanks!

agr
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Merci! For this amazing tool and these very useful tutorials!

hervesliwa
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This is amazing, thanks! Any chance you can explain how you would set up the attributes for an array under UE5.4?

bimordial
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Thanks for this. Recommend leaving out the music in future videos.

MatijaErceg
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I am selecting to use BP whenever possible. The slowdown is only going to affect load times, mostly pre-gameplay, and it's likely to be a few seconds at the most. I'm ok with that.

chaosordeal
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Can you do a video on Iteration Loop Body? I can't find any information about why / how to use it.

surprenantzac
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Hey Adrien, I am so glad I found your channel! It has been very insightful so far. A few devs (including me) are trying to use PCG sampling on procedurally generated meshes (Unreal Forums thead "PCG with a Procedural Mesh"). My efforts have led me here so far, and now I am trying to make a custom PCG node that takes a procedural mesh and samples points onto it. However, I am struggling with this and I'm wondering if this is even possible with the current 5.3.2 version. Could you give us a hint?

canertwo
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Can there be actual documentation on this? If not for your video, how would new users understand the system.

ArtTstudent
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Hi Great tutorial, is it possible to manually change the values of point data inside of blueprints? Here you're only selecting indexes of an array to keep, but still very useful!

bryantflores
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Is there a way to incorporate forms of Triangulation methods using these nodes? I'd like to generate fully random dungeons using PCG but im having a real hard time lol

O_Obsidious
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Hey if you ever see this comment would you be able to do a tutorial on making like a randomly generated dungeon or just randomly genrated rooms, that would be nice

dontdoitanyway