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!
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?
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.
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.
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 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.
@@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
Probably the better introduction to the geo script in Unreal i'v seen, what a work of art.
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
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!
im not finished this tutorial yet but it's already super helpful!
Dude, your tutorials are the best, never stop!
wonderful, super useful and I hope there is more to come^^
excellent info, grate job, thanks man really useful
Nice video, I would like to see another one where you show us how to add different materials :)
modeling mode > edit attributes > edit materials > add material slots > select faces > hit assign active material button to confirm :]
it removes them on mesh update unfortunately but that's a quick way if you're finished generating the mesh
hey I've since found the answer, search up the tutorial for this by ryan schmidt
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?
"Add Static Mesh Component"
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.
Thanx! Learned a lot.
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.
Subbed. Damn, this is awesome content!!! :)
Amazing video, any idea on how to implement voronoi diagram to geometry script?
now we need stairs :-)
I did not finish the video; I already like it.
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.
and "create new static mesh asset from mesh" doesn't resolve this issue?
@@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.
Can you show interiors, stairs and levels?
that was funny stuff i liked
And we can't save it in runtime!! Thanks unreal developers....
What you mean "save it in runtime"?
Modify it in the game, then save the modification?
@@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