UE4: Foliage Generator
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- Опубліковано 9 жов 2024
- Save time and generate foliage over your environments without using the Terrain editor! Perfect for procedural maps and non-terrain spaces, created by our Lead Programmer Harry.
Using Unreal Engine 4.23.
Free foliage meshes: www.unrealengi...
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Very well explained. I was able to follow along even though you were using things I'm not as familiar with. I've finally found a tutorial on procedural generation at run time. It seems like every tutorial assumes you want to create a world one time and be done with it. The project I'm working on is a procedural world. I want as many things procedurally created so each time the player plays its always a new experience. Thanks for giving me a good base to build from. Now I'm gonna have to figure out how to limit foliage by terrain material so palm trees spawn on beaches and not in mountains.
Thanks for watching, glad you found it useful :D
AWESOME! Thank you!
Very nice breakdown of the logic and steps needed. I am basically a visual artist and struggle with the coding of blueprints so this is very helpful. Thank you.
We're really happy this helps you! We aim to release more videos like these so watch this space.
Very helpful, thanks for sharing!
Glad it's useful for you! What other kinds of UE4 tutorials would help in the future?
pro tip- this works with VoxelPluginFree so you can hook it up to that to make infinite forests. they won’t be destructible without another interaction script though.
Finially this is what ive been lookong for ...could you make a videon like this but where it spawns diffrent Types of foliage in the diffrent biomes
Google is telling me that Instanced Static Meshes don't replicate over a network (and I'm certainly having trouble with that). Do you happed to have a solution/workaround for using these in a MP project? Thanks!
I haven't worked a lot with multiplayer but theoretically you could use add non instanced static mesh components (i.e standard ones) using this method. You would obviously lose out on the advantages HISMC's provide however.
For things that dont affect collision/gameplay (grass for example) you could probably have each Game generate its own foliage, it wouldn't look exactly the same on each machine but wouldn't affect gameplay too much. This may enable you to claw back some of the performance.
Great tutorial thank you! Btw, if anyone is trying to move the foliage spawner, or make multiple copies for different areas, there the line trace macro needs to be modified a bit, you can find my changes here blueprintue.com/blueprint/qohcr4dt/
Hi, very nice tutorial but I have one question how did you do this amazing trees? ^^
Hey Carlos! We have recently done a video on how we make our foliage, feel free to check it out :)
ua-cam.com/video/r_tvzG3jgNw/v-deo.html
hey its really good , can ı use for my project ?