Procedural Content Generation in UE5 | GDC 2023
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- Опубліковано 16 кві 2023
- Watch the recording of our presentation ‘Procedural Content Generation in UE5’, originally shown at our booth at GDC 2023.
A brand new experimental feature, the procedural content generation framework is out now for Unreal Engine 5. In this session recording, we dive into the new toolset and populate an empty open world while demonstrating how to use the tools for your own projects.
Learn more: dev.epicgames.com/community/l...
Check out our blog post for news on UEFN, 5.2, MetaHuman, and more: www.unrealengine.com/en-US/bl...
#UnrealEngine5, #GDC2023, #EpicGames, #GameDevelopersConference, #UE5.2, #GameDevelopment, #ProceduralContentGeneration - Ігри
This guy is a pro at presentin', very clear and snappy.
It's nice to see the procedurale volume back again and evolved.
It's been a while since it disapeared and now it's stronger than ever, good job guys
The procedural volume has always been there and never gone away. You just had to activate it.
This is so cool. I've had an artistic vision for a generative open world game in my head for decades and the technology I need is finally coming around.
Lets work together.
Really good presentation. Very clear and hands on. Hope this guys has more unreal teaching content
9:16 - surface sample (how to add density - reducing looseness + point extents)
20:24 - Projection node explain
This one I need to learn! Thanks for providing something this powerful.
Awesome new tools that I'm so excited to dive into especially for a project I'm working on that really needs procedual generation, but I have to say this guy was so entertaining! I actually laughed out loud quite a bit and still found the video super informative. Great work!
Great presentation from Aaron. Thank you!
A very well prepared and fantastic presentation!
Perfect presentation - awesome stuff !
Congrats, it's so thrilling to see procedural stuff being developed!
Been having lots of fun in UEFN! Thanks Epic!
Great tutorial thanks, the most useful one for PCG I found.
Epic as always ❤
I've waited for this all my life.
Really hope this thing plays nice with the other stuff in the engine. It's going to have a tremendous impact on how level design workflow going forward
Awesome stuff!
Nice tutorial!
not only the speaker is good but this new feature is amazing. this is peak human development
Very useful information, thx!
Epic is doing an awesome job as always!
Arran is so awesome at presenting. Love him!
Would be very cool to have those PCG graphs to put hands on 🙏
Can we use the PCG Splines to do housing instead of landscape? Like: provide rules/give it a pool of actors/meshes/etc to draw from and let it create cities with explorable interiors?
Love this stuff !
This is awesome!
What a great presentation, love the procedural stuff. May I suggest using a better color scheme in the future, to be able to distinguish landscape and rocks/etc? In some scenes, it all just blends together.
Please keep this UX/UI this is incredible.
Great presenter.. It wa overwhelming and not it's not.. Great Job!
Yeey Houdini in unreal! I was waiting for this
Same. I cant believe how fast it is. Already has a ton of nodes, an attribute system and a geometry spreadsheet. I'm sold!
The only thing I really need is a PCG Cliff Placement on Slopes Tutorial^^
Just in case you haven't found a solution yet (skip to 20:25): ua-cam.com/video/RBFvkfZxJJk/v-deo.html
I hope some basic engine stuff gets love soon. Bridge is insanely slow/laggy, the engine and Bridge always make you sign in, lots of basic UI/UX love needed.
This is what MASH does in Maya. Nice to see it in Unreal, it has been in Maya since a long time.
Can all the amazing stuff be generated in runtime? or i have to bake the result into a static map.
amazing
Thanks for the info!
How do you control the scale of different mesh entries in the Static Mesh Spawner node?
ok girlie.... he was giving UNREAL
great stuff - where are the downloadable demo files?
Any way to have exposed variables in this instead of having all the values hard-coded on the nodes?
Epic Games had the best booth at GDC 2023, hands down.
A silly question. Is it possible for a game to build such a level at run time by changing values, such as location/ rotation of rocks, replacing grass with trees etc.
i hope you can make it for skeletal mesh to make it for crowd simulation and characters with bones
Nice video
The Power
❤
Imagine PCG body animations, actually why not PCG everything!
is this all completely points based? because everything I've seen involves generating points. can I manipulate geometry itself like deformation (to another surface, or something like shader displacement), or topology, etc.? How can I send data from pcg to shaders (or the opposite) or other actors, or get data from then? also how do i access the data from the spreadsheet.
most importantly, how dose it work internally? like ate the points generated, then I deleted them, or am I affecting the **original** distribution of points going backwards (which would be more preforment)?
I know I have a lot of questions, and any information will be much appreciated.
Why not try to figure it out yourself by using UE5 yourself! That way you can get a accurate answer and can return back to this comment and let us know. While your doing that I got a question for you, can you move and manipulate the PCG objects like, move a specific PCG object and move it, twist it, turn it, and do anything else you wanted to it?
@Unknown 😆. I've downloaded 5.2 already, just didn't really have time to try it out yet and wanted to go into it with some more information. I'll let you know what I find out.
@@Unknown-wb1bf Why not try to figure it out yourself by using UE5 yourself! That way you can get a accurate answer and can return back to this comment and let us know.
@@shmuelisrl Thanks.
@@percgripper223 I wasn't trying to be rude, and I can't.
Can PCG be animated ? Could be cool if it then could be use with niagara and geo cache
Instead of generating a ton of points and filtering out half of them based on the (random) density value, why not generate half the number of points to begin with? Is it just an artificial exercise to demonstrate filtering, or is there some other benefit to doing it that way?
8:32 what does the colors of the debug cubes mean?
Represents the 'density' attribute of each point, which is just random between 0-1
Yoh!
so, unreal have added geo nodes from blender to the environment
Is Unreal Tournament going to return? The greatest first person shooter ever created. If it is, I would like to be an animator on the game. Unreal Tournament 2004 remaster or upgrade would be amazing.
It did with UE4. And they made some beautiful maps an weapons and released it for free. No one was playing it. Those who play arena shooters tend to stay with the old classics as higher fidelity doesn't add much to the experience of a competitive deathmatch.
Compared with the previous PFS (Procedural Foliage Spawner) this is a vast improvement! Thank you!!
As an experienced UX architect with 20 years experience and now a 3D artist I'd like to offer some feedback. Like the PFS before it, the labeling of the controls is very confusing. For instance, is it a good idea to use the words "Point Extents" as a major section control label? As a 3D artist this means nothing to me. Always label controls based on anticipated behavior, not on internal technical jargon (please stop doing this). The next control label "Looseness" should be called something closer to Randomization. Again, label controls based on anticipated behavior. Proper labeling of these controls would solve half the usability problems this tool currently has.
MidJourney to PCG pipeline? 😁
the map is overexposed... is this normal? min 19:00 example
we need helpin in scripting and in blueprint system !!!
Can you share project?
PCG ROCKS! Pun Intended
👋🏼🧔🏻🇨🇴👍🏼🤝🏻👉🏼🕹️👍🏼
absolute rotation is basically useless if you make pcg homes along spline please add a node that allows houses to face the road but ignores the landscape deformation
о’
most of those are already deprecated....
is this in 5.2? or in 5.1?
5.2 I think
Hey Guys, Chapters would be nice next time
U
When is an ai assistant developer tool coming to help lamen development? Hmm?
The graphics field must implement AI when it comes to graphic creation, at least half of the work should be vocally enabled to remove all these basic procedures regarding commands that the brains need to remember, vocal commands improve humans' memory because this way it can be allocated to really important aspects
It already exists. DLSS is one example, but there's also a completely different rendering paradigm called Neural Radiance Fields (NeRFs). It's not viable for games yet but there's a lot of research going into it.
@@GS-tk1hk I am referring to assistance while creating, not the running process, there is also a lot of room for it as well
Why you just not take lesson and make similar system like in Blender called "geometry nodes" is much more universal and super intuitive, one system work like geometry script, PCG, Procedural Mesh
You guys need to add AI to develop simple and lowpoly 3d inside and directly to ue5. It would be amazing to prototype🎉😮🎉
This is all worthless until they get some updated documentation that explains how to use it.
1st to comment
So how is this not removing jobs such at environment artist, level artist etc..?
Level artist isn't really a thing since the death of Udk 10 years ago, because it's now easy enough and technical constraints are carried by other roles. PCGs actually help env.artists wich is still kinda killed by bridge.
1. This is NOT AI generation. This kind of manually coded procedural generation was done in games for DECADES. 2. the idea of a job is not for a job to exist. Work was never the goal of work. Not so long ago 98% of humanity worked in agriculture. Why aren't you complaining about so many people abandoning that industry?
@@kazioo2 I’m not complaining, I’m asking a valid question. I use this engine for a job and was curious. Not need to get all pissy about me asking a simple question.
It will - but this has been happening for at least 10 years. Just like coding used to be the expensive part of game dev, content/art is now the most time/cost of a game. We are now automating and making that easier and better - as any healthy industry will do.
The key is to stay aware of which jobs are being automated out and move to those that actually deliver value. You don’t want to do work a machine can do if you want to work in the industry for long. There’s lots of coders that have moved on since we all stopped writing our own graphics engines from scatch, and now we build games twice as fast and are accumulating the best of the gfx world into these engines. The same is now happening with content.
It’s freaking so complicated software to use . Please simplify and make it easier to understand and understand with peace of mind
What's so complicated about it?
@@armchairgeneral7363 everything, it takes a minimum of atleast 6 months like how to use or familiar with this software you absolutely need 12 months to overcome complexity of UE5
I wouldn't say 6 months, considering how many UA-camrs are running several tutorial series
Well yeah it is a complex piece of software. Games/experiences/applications don't really build themselves. Should be thankful that this is completely open source.
It literally has some of the most complex code bases ever made in history. It takes orders of magnitude simpler code to launch humans to space and get them back than to run a game engine like this one. It's very difficult to simplify it and offer all the capabilities at the same time. I guess the AI chatbots are gonna solve this problem soon and making game will be more and more like Tony Stark telling Jarvis to make a new iron man suit.