Adrien

Adrien

@amathlog.bsky.social

Lead Tools programmer on the PCG plugin at Epic Games. PCG tutorials: https://youtube.com/playlist?list=PLa5CA4dwjxucvoAmS7FO8hvUrSL21a-5G&si=H_oQKno7NMJ5s8uv My GitHub: https://github.com/amathlog

663 followers64 following41 posts

Adrien reposted

Adrien reposted

I'm delivering a talk alongside the wonderful @amathlog.bsky.social on Large Procedural Systems with PCG. If you're working with PCG at a large scale, come! There's a lot covered including Biome Core, Builders, Hierarchical Generation and more. All are common problems I keep chatting to Devs about!

schedule.gdconf.comDeveloping Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games) | Agenda | GDC Festival of GamingThe GDC Festival of Gaming program blends expert insight with interactive formats designed to spark ideas, sharpen skills, and connect communities.

Hey there! Unreal Engine 5.7 just released and tomorrow I'll be part of the cast to talk a bit about new features in this version! Excited to show some of the new features of PCG the team has been working on :D See you there :) www.youtube.com/live/3PQga-2...

youtube.comUnreal Engine 5.7 Feature Overview | Inside UnrealUnreal Engine 5.7 is now available! Build expansive, lifelike worlds filled with rich, beautiful details in real time; render high-fidelity layered and blended materials; light complex worlds like nev...

Adrien reposted

🥳New 30-min video out! I dive into different ways to rasterize dynamic effects (explosions, attacks, etc.) using Niagara, and show how to apply them to foliage & particles. Check it out!⬇️

Return of #UE5 #PCG tip of the day! If you ever tried to use Transform Points and were sad that you can't provide a Rotation Min/Max for each point, here is a solution! The gist is to generate a random value for each point, then apply Lerp between max and min provided as attributes!

You can't go wrong with Daniel, it's an amazing opportunity!!

Daniel Holden@theorangeduck.bsky.social

We have a rare opening on our team for an Animation Programmer. If working with us on shipping Machine Learning animation tech inside UE appeals to you, please go ahead and apply! www.epicgames.com/site/en-US/c...

Adrien reposted

Got the first book and it's gold! Go check out the second one!

DevteamLife@devteamlife.com

📢 DEVTEAMBOOK 2 KICKSTARTER NOW LIVE 📢 The follow-up of the painfully relatable comic about gamedev, a satirical journey behind the doors of videogame studios, now live on @Kickstarter! ❤️ Please share the news across your teams to unlock all the stretchgoals! ❤️ Link below ⬇️

Adrien reposted

We've now released The Cassini Sample Project for you to poke at, go wild! #UETips www.unrealengine.com/en-US/news/t...

unrealengine.comThe Cassini Sample Project is now availableTake one giant leap into the Cassini Sample Project, now available to download! Explore Unreal Engine’s latest Procedural Content Generation features in this space-themed environment.
Ari Arnbjörnsson@flassari.bsky.social

We just released a talk called "PCG: Advanced Topics & New Features in UE 5.5", see what cool things you can make with PCG in Unreal 5.5! (note that this is more of a showcase than a tutorial) #uetips www.youtube.com/watch?v=j3ke...

Happy new year to all! New #UE5 #PCG tip of the day! You can send data from PCG to the material for each instance. For example I can read $Color.RGB on each point and send it to my custom "ColorMaterial". Static attributes (with $) only work in 5.5, but dynamic attributes work in previous versions.

Adrien reposted

#UETips #PCG Let's see how we can combine the material override with the spawn actor! On Spawn Actor, you have the option to specify Post Spawn functions. If I create a custom BP, inheriting from StaticMeshActor, with 2 materials variables, I can have a Post Spawn function that will set them. 1/2

Same setup than the previous post for the meshes, setting randomly a mesh and 2 materials. Overriding the mesh and the 2 materials on the BP, and calling Post Spawn function after the spawn! I have then those actors with the right mesh and the right materials! 2/2

#UETips #PCG For materials, it is a little more involving to override them. On the Static Mesh Spawner you can specify multiple material overrides, one per material slot on your mesh. In this example, I select randomly materials for the leaves (Material ID 0) and trunk (Material ID 1)! 🌈

#UETips #PCG In the tutorials I've shown how we can parameterize the spawning of meshes, to allocate them randomly. But we can also use that technique to spawn static mesh actors with this mesh! You can use the "Spawned Actor Property Override Descriptions" on the Spawn Actor node (1/2)

In this example, I have an array of 3 meshes that I randomly match with Match and Set Attribute. Each point now have a "Meshes" attribute. Then on the spawn actor, I can map this attribute to a property on my actor, in this case the property path is`StaticMeshComponent.StaticMesh`. (2/2)

#UE5 #PCG Another tip of the day! If you have another system that generates a list of positions and you want to import it in PCG and convert it to points, you can do it like this! I have a simple BP that generate random positions and a PCG that spawn cube at those locations.

#UE5 #PCG tip of the day! Differences can be stacked, to allow for more complex shapes! For example, I can use this graph to exclude points inside a volume, but not inside the closed spline! (And I discovered an unwanted (but harmless) warning too hehe)

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