Another gem of a tutorial! An interesting thing to note, when building the vertical supports, the order of the two threads from each Transform Points nodes into the Create Spline node matters (20:40 timestamp). Connect the bottom one and then the top one, and you get crisscrossing supports, connect the top thread and then the bottom thread and you get correct vertical supports. It's a tricky thing, because the script will look identical to yours, but the order you connect those threads generates a vastly different outcome. Just wanted to call that out. Looking forward to the next one!
Huh, that's interesting. It should be index 0 to index 0 no matter which goes first. In my tests it either connected them top to bottom or bottom to top. Never diagonally.
Absolutely love this content! Even though I might never use this kind of bridge in my games, just the fact that you are explaining the process so well I can understand how PCG work and come up with some insanely good ideas by myself. Please continue doing these kind of showcases even if they are niche, because they are extremely informational!
I have other videos that tackle some of the more basic functionality, like loops. And if there's something you're not able to figure out and can't find information about, feel free to ask. :)
Nice tutorial tho thanks. Really appreciate ur work. i have one thing tho. in the plank width (Video 15:13) if u look closely it is moving at the start. dunno if u fix this later but if u change the value in the create attribute to 50, so half of the cube its a perfect fit with no moving.
So many amazing tools all over the place to find. Right now in my game dev journey is to make my own template for the types of games that I'm interested in making so its just easy to keep everything in place. Finding that a combination of splines, PCG, and terrain splines are the way to go. Some questions, is there a way to make it so the initial points be hidden in game? Placing textures on the meshes? Making it so if there is a slope of lets say 45 degrees it can change between pathway, bridge, or stairs?
You can set the points hidden in game. And for angle you have the point information in the graph, you just need to do some math to calculate either height difference or angle and branch off of that.
V cool! Slightly unrelated question - how does one generate a single point in the middle of a closed spline? I’ve faffed with distance to density, but I have one graph that’s driving many different sized spline, so a pre determined distance doesn’t work. Is there some kind of “find centre and pop a point”?
You could take all the positions of your points and then get the average by adding them all up and dividing by the amount of points. That's your center. :)
super cool - im new to unreal and have started learning using the PCG system and it has helped with a lot of things, and pretty fun to play with. Its possible to generate these PCG graph meshes at runtime? Say a characters weight could affect the parameters in the pcg_graph so that the bridge reacts to weight? Is that possible
Another gem of a tutorial! An interesting thing to note, when building the vertical supports, the order of the two threads from each Transform Points nodes into the Create Spline node matters (20:40 timestamp). Connect the bottom one and then the top one, and you get crisscrossing supports, connect the top thread and then the bottom thread and you get correct vertical supports. It's a tricky thing, because the script will look identical to yours, but the order you connect those threads generates a vastly different outcome. Just wanted to call that out. Looking forward to the next one!
Huh, that's interesting. It should be index 0 to index 0 no matter which goes first. In my tests it either connected them top to bottom or bottom to top. Never diagonally.
@@Procedural_Minds Weird, I'll double check my script, but thanks for replying back. I thought that was a super strange outcome.
Absolutely love this content! Even though I might never use this kind of bridge in my games, just the fact that you are explaining the process so well I can understand how PCG work and come up with some insanely good ideas by myself.
Please continue doing these kind of showcases even if they are niche, because they are extremely informational!
Thank you very much! I'll do my best. :)
Really good tutorial! Exactly what I currently need for my game, thank you very much!
You're very welcome! :)
I didn't understand everything going on in the graph bu the result is insane! This feature is soooo coool!
I have other videos that tackle some of the more basic functionality, like loops. And if there's something you're not able to figure out and can't find information about, feel free to ask. :)
This is 1000% what my current project is about, so I'm super hyped!
(1000% because it's at least 10x more than I currently know.)
Glad I could help out then. :)
Amazing!! Thank you for making this tutorial.
You're very welcome! :)
Thank you man! That’s just awesome ! Your videos are pure gold !❤
Thank you! I'm glad you like them! ♥
I was waiting this. Thanks!
You're very welcome! And if you're waiting for anything else feel free to suggest. :)
This is insane
Hopefully in a good way. :)
Nice!! It will be awesome when we can simulate physics to PCG
You can already spawn BPs with PCG. You can just enable physics on them. :)
Nice tutorial tho thanks. Really appreciate ur work. i have one thing tho. in the plank width (Video 15:13) if u look closely it is moving at the start. dunno if u fix this later but if u change the value in the create attribute to 50, so half of the cube its a perfect fit with no moving.
Is this after I adjust the start offset? I don't recall it moving. I'll take a closer look when I get a chance.
Grate, thanks bro
You're welcome! :)
So many amazing tools all over the place to find. Right now in my game dev journey is to make my own template for the types of games that I'm interested in making so its just easy to keep everything in place. Finding that a combination of splines, PCG, and terrain splines are the way to go.
Some questions, is there a way to make it so the initial points be hidden in game? Placing textures on the meshes? Making it so if there is a slope of lets say 45 degrees it can change between pathway, bridge, or stairs?
You can set the points hidden in game. And for angle you have the point information in the graph, you just need to do some math to calculate either height difference or angle and branch off of that.
V cool! Slightly unrelated question - how does one generate a single point in the middle of a closed spline? I’ve faffed with distance to density, but I have one graph that’s driving many different sized spline, so a pre determined distance doesn’t work. Is there some kind of “find centre and pop a point”?
You could take all the positions of your points and then get the average by adding them all up and dividing by the amount of points. That's your center. :)
super cool - im new to unreal and have started learning using the PCG system and it has helped with a lot of things, and pretty fun to play with. Its possible to generate these PCG graph meshes at runtime? Say a characters weight could affect the parameters in the pcg_graph so that the bridge reacts to weight? Is that possible
Yes, completely possible when you combine it with a blueprint. :)