Unreal Engine 5.4 PCG - Ep 7 - Generating bigger worlds
Video tutorial to learn more about the generation modes to generate bigger maps.
In this video we'll see:
* How to scale graphs to cover a big landscape
* What are PCG Partition actors and PCG World actor
* Pitfalls of partitioning
* Hierarchical Generation
* Runtime Generation, with Hi-Gen.
Link to GitHub for tutorial material: https://github.com/Amathlog/TutorialPCG
My twitter if you want to be notified for future videos: https://twitter.com/amathlog
Link of the Unreal Source Discord: https://discord.com/invite/unrealsource
Link to tutorial in Epic Dev Community: https://dev.epicgames.com/community/learning/tutorials/j4xJ/unreal-engine-introduction-to-procedural-generation-plugin-in-ue5-2
Generation modes documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-pcg-generation-modes-in-unreal-engine
Chris Murphy advanced video: https://www.youtube.com/watch?v=ncokCVoN-oU
PCG documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation--framework-in-unreal-engine
00:00 Intro
01:44 Setup an open world map with some trees
03:10 Inspecting results and understanding the profiler
04:21 Scale the volume to cover the map
05:10 Why a big volume is bad: loading
06:00 Solution to big maps: partitioned components
07:15 Cleaning zombies Partition Actors
07:27 Scaling the volume back to full map
08:04 Combine PCG generation with HLODs
09:12 Pitfalls of Partitioning
13:18 Discovering Hierarchical Generation (Hi-Gen)
15:06 Visualizing which grid size a node was executed on
15:58 Grid size nodes as generation gates
16:35 Still duplicated work, using the second pin of grid size nodes.
17:51 Introducing Runtime generation
19:35 What is a generation source?
20:29 Overriding generation radius
21:16 Hi-Gen with runtime, rocks on smaller grid size.
22:58 Again with grass
24:31 Final result
24:44 Bonus: Seedling on rocks with the mesh sampler
26:39 Filtering points on top of the rocks
28:27 Select points for even more randomness
28:56 Review of the final graph
29:32 Conclusion
Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/adi-goldstein/i-dont-need-your-love
License code: NLTRUGHPIGK8CBIT
Видео Unreal Engine 5.4 PCG - Ep 7 - Generating bigger worlds канала Adrien Logut
In this video we'll see:
* How to scale graphs to cover a big landscape
* What are PCG Partition actors and PCG World actor
* Pitfalls of partitioning
* Hierarchical Generation
* Runtime Generation, with Hi-Gen.
Link to GitHub for tutorial material: https://github.com/Amathlog/TutorialPCG
My twitter if you want to be notified for future videos: https://twitter.com/amathlog
Link of the Unreal Source Discord: https://discord.com/invite/unrealsource
Link to tutorial in Epic Dev Community: https://dev.epicgames.com/community/learning/tutorials/j4xJ/unreal-engine-introduction-to-procedural-generation-plugin-in-ue5-2
Generation modes documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-pcg-generation-modes-in-unreal-engine
Chris Murphy advanced video: https://www.youtube.com/watch?v=ncokCVoN-oU
PCG documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation--framework-in-unreal-engine
00:00 Intro
01:44 Setup an open world map with some trees
03:10 Inspecting results and understanding the profiler
04:21 Scale the volume to cover the map
05:10 Why a big volume is bad: loading
06:00 Solution to big maps: partitioned components
07:15 Cleaning zombies Partition Actors
07:27 Scaling the volume back to full map
08:04 Combine PCG generation with HLODs
09:12 Pitfalls of Partitioning
13:18 Discovering Hierarchical Generation (Hi-Gen)
15:06 Visualizing which grid size a node was executed on
15:58 Grid size nodes as generation gates
16:35 Still duplicated work, using the second pin of grid size nodes.
17:51 Introducing Runtime generation
19:35 What is a generation source?
20:29 Overriding generation radius
21:16 Hi-Gen with runtime, rocks on smaller grid size.
22:58 Again with grass
24:31 Final result
24:44 Bonus: Seedling on rocks with the mesh sampler
26:39 Filtering points on top of the rocks
28:27 Select points for even more randomness
28:56 Review of the final graph
29:32 Conclusion
Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/adi-goldstein/i-dont-need-your-love
License code: NLTRUGHPIGK8CBIT
Видео Unreal Engine 5.4 PCG - Ep 7 - Generating bigger worlds канала Adrien Logut
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22 октября 2024 г. 7:44:21
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