Unreal Engine 5.3 - Building Generation With Geometry/Construction Script

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 28

  • @lasereyes5720
    @lasereyes5720 9 місяців тому +1

    Probably the better introduction to the geo script in Unreal i'v seen, what a work of art.

  • @xylvnking
    @xylvnking 9 місяців тому

    Every time i watch your videos i'm like 'damn it would be cool if we did this' and its always the next thing we do

  • @VRDivision
    @VRDivision 5 місяців тому

    Great video sir, this is a cool start to get into geometry script, I'm looking into all the methods and tools possible to keep everything doable in unreal, cheers!

  • @miwa_maroon
    @miwa_maroon 2 місяці тому

    im not finished this tutorial yet but it's already super helpful!

  • @rickfuzzy
    @rickfuzzy 5 місяців тому

    Dude, your tutorials are the best, never stop!

  • @istealpixel7371
    @istealpixel7371 9 місяців тому

    wonderful, super useful and I hope there is more to come^^

  • @antoniosuarez7881
    @antoniosuarez7881 9 місяців тому

    excellent info, grate job, thanks man really useful

  • @Bombastickj
    @Bombastickj 9 місяців тому +1

    Nice video, I would like to see another one where you show us how to add different materials :)

    • @xylvnking
      @xylvnking 9 місяців тому

      modeling mode > edit attributes > edit materials > add material slots > select faces > hit assign active material button to confirm :]

    • @xylvnking
      @xylvnking 9 місяців тому

      it removes them on mesh update unfortunately but that's a quick way if you're finished generating the mesh

    • @xylvnking
      @xylvnking 9 місяців тому

      hey I've since found the answer, search up the tutorial for this by ryan schmidt

  • @pmanlio
    @pmanlio 9 місяців тому +1

    it is a fantastic video and it inspired me a lot. I have one question though: instead of using nodes like "append box" or "append rectangle", is there a node which allows me to append a mesh of an asset I created?

  • @DeadRabbitCanDance
    @DeadRabbitCanDance 10 днів тому

    Is there any way to take a simple model in 3D form (for example, an air conditioner in low poly) and make a set of parametric elements from the model, which can then be changed? In this example - a cube with chamfers, a circle with a lattice and holders for the wall.

  • @motorbikehead970
    @motorbikehead970 7 місяців тому

    Thanx! Learned a lot.

  • @UEArchvizTools
    @UEArchvizTools 6 місяців тому

    Hi, do you know how to make actors built from "generated dynamic mesh actor" showing in package?
    Once packaged they are not showing up in the scene. However actors built from class "dynamic mesh actor" are showing up, but I need some nodes from the "generated dynamic mesh actor" class.

  • @JPN762
    @JPN762 4 місяці тому

    Subbed. Damn, this is awesome content!!! :)

  • @Tapsin
    @Tapsin 8 місяців тому

    Amazing video, any idea on how to implement voronoi diagram to geometry script?

  • @lolaswift111
    @lolaswift111 9 місяців тому

    now we need stairs :-)

  • @justys_u
    @justys_u 9 місяців тому

    I did not finish the video; I already like it.

  • @eclecticgamer5144
    @eclecticgamer5144 6 місяців тому

    FYI: Mesh Booleans are *extremely* resource intensive compared to other nodes... thousands of times more expensive.
    It's fine for small things, but building an entire city, this would be a *huge* bottleneck.
    Also, I've made 40+ more nodes for Geometry Scripting that precisely match Blender's Geometry nodes, and working on a import/export plugin to translate from Blender to Unreal.

    • @CruelCrusader90
      @CruelCrusader90 3 місяці тому

      and "create new static mesh asset from mesh" doesn't resolve this issue?

    • @eclecticgamer5144
      @eclecticgamer5144 3 місяці тому

      @@CruelCrusader90 What issue? Oh, you think I'm using *static* meshes in Unreal, instead of "Geometry Scripting" like I said?
      No, No, I'm using dynamic meshes. As in meshes that can change during game play.
      A single dynamic mesh can be *every* player and NPC of every race, while each one is completely unique.

  • @SuperMontana2008
    @SuperMontana2008 9 місяців тому

    Can you show interiors, stairs and levels?

  • @Utopia2023Game2
    @Utopia2023Game2 6 місяців тому

    that was funny stuff i liked

  • @outlandplayer1989
    @outlandplayer1989 4 місяці тому +1

    And we can't save it in runtime!! Thanks unreal developers....

    • @tarekwayne9193
      @tarekwayne9193 2 місяці тому

      What you mean "save it in runtime"?
      Modify it in the game, then save the modification?

    • @outlandplayer1989
      @outlandplayer1989 2 місяці тому

      @@tarekwayne9193 Yes. We can save assets only in editor😑Of course we can write own mesh saver .But in runtime we can only "Fast Build" loaded mesh and it do not support all latest engine technology. Lumen for example