3D Generalist, Game Developer, and YouTuber of Unreal Tutorials

Joined November 2024
97 Photos and videos
I've started to rework the bosses for my first game and the before (L) to after (R) transformation is pretty big. I was playing around with the style I wanted to get these past couple of days. It's not perfect or final but I'm pretty happy with improvement regardless. Tomorrow I'll go ahead and finish the sprites and then move onto the boss AI rework! Remember guys, if my dumb head can make a game, so can you! #UE5 #UnrealEngine
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It works! What you're seeing is me saving #UnrealEngine PCG attributes onto the Blueprint that houses it (but it can be anything). For the demo it's just the point locations, but you can set whatever variables your heart desires!
Guys... I might have an idea of how to easily SET blueprint variables from PCG mid generation in #UnrealEngine. As in set BP variables from PCG attributes. Please hold.

ALT Thinking Math GIF

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Guys... I might have an idea of how to easily SET blueprint variables from PCG mid generation in #UnrealEngine. As in set BP variables from PCG attributes. Please hold.

ALT Thinking Math GIF

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3 rocks and some #UnrealEngine PCG later we have some interesting rock structure designs. Is it exactly like Dune's? Absolutely not. But it can help you get the same feeling. :) Check out the tutorial here: youtube.com/watch?v=p57fI1Sx…
I know the rocks are different stylistically, I just don't have any assets I can use that look like those specifically, but would you guys be interested in learning how I quickly created this setup in #UnrealEngine using PCG?
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I had a random thought and I wanted to run it by you guys: What do you think about me doing a test at some point where instead of one longer Sunday video focusing on #UnrealEngine PCG, I do 2 or more shorter videos during the week? Maybe just talking about how I decide how to tackle an environment, or showing how I'd do something with PCG, or explaining some nodes in a quick and concise manner, etc. It's just a random thought I had cause sometimes you guys have questions that don't merit a full video, but maybe if I did smaller ones it could be good. And I guess it doesn't necessarily have to PCG related specifically. If it's something I can help with then maybe it'd be worth it. And when I say small videos, I mean under 15 mins. If it's something that'd interest you then I'd love to hear form you! I'm curious if there's stuff already you'd want to have me make a short video on that maybe before wouldn't have been sufficient.

ALT Bh187 Spongebob GIF

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I know the rocks are different stylistically, I just don't have any assets I can use that look like those specifically, but would you guys be interested in learning how I quickly created this setup in #UnrealEngine using PCG?
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It's been a while since Data Assets were introduced to PCG in #UnrealEngine 5.4. Would you guys be interested in an updated video on that? Maybe also going a bit more in depth on some stuff too?
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Some people feel intimidated using #UnrealEngine 5's PCG system. I have made a simple little video showing how you can start using PCG without ever learning or making a single node. In 5.7, PCG became production ready so now is as good a time as any to start using it if you were holding off in the past! youtu.be/WR65xk0eQPo
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I'll be honest, I feel it's way too early to be talking about #UnrealEngine6 as a potential release. There are so many things in #UnrealEngine 5 that are not only extremely buggy but are just being introduced and experimental. My main concern is that UE6 will be released before UE5 is fully fleshed out and polished. It honestly feels like it'll be another Fab. Something being developed and potentially pushed out way before it's ready. I genuinely hope that UE5 will be left in a good spot before UE6 launches: Experimental features finished, lots of the bugs fixed, and at least a single update focusing exclusively on performance optimizations across the board.
Epic Games has teased Unreal Engine 6.
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The #UnrealEngine 5.8 Procedural Vegetation Basics Tutorial is now up! It's very simple to start creating custom trees thanks to the new 5.8 nodes. Go check out the video for yourself: youtu.be/5poZBLdlr1o
With #UnrealEngine 5.8, we get more procedural vegetation support to finally create things not only from scratch, but use other trees as a base if we want. Which is what this is. I think this will be a fun tutorial to make for this Sunday. What do you guys think? 😉 It won't be super super in depth, since it's just preview and there's quite a bit of crashing and whatnot. But to get yourself familiar with some basics, I think it'll be good. You can check it out on the youtube channel once it's out for free as always: youtube.com/@Procedural_Mind…
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With #UnrealEngine 5.8, we get more procedural vegetation support to finally create things not only from scratch, but use other trees as a base if we want. Which is what this is. I think this will be a fun tutorial to make for this Sunday. What do you guys think? 😉 It won't be super super in depth, since it's just preview and there's quite a bit of crashing and whatnot. But to get yourself familiar with some basics, I think it'll be good. You can check it out on the youtube channel once it's out for free as always: youtube.com/@Procedural_Mind…
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I wasn't planning on celebrating specifically 17,000 subscribers, but seeing it at exactly 17,000 made me want to just say thank you everyone for all the support! We're about a month away from the 3 year mark of the channel if memory serves, so it's been a crazy ride! Thank you all for coming along for it. ❤️ Sunday's video is taking a quick look at one of the new #UnrealEngine 5.8 PCG features I've been waiting on for 2.5 years! So look out for that one! :D You'll be able to check it out on my channel as always: youtube.com/@Procedural_Mind…
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I've had this monitor since around 2010. It has served me well through multiple countries. I think it's time to finally put him to rest. And I guess his brother on the other side for symmetry. 🫡
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Been doing some tests to figure out how to setup the material, lighting, and animation, to then render a 3D character to look like a full sprite inside #UnrealEngine5. The goal was to get rid of any noise, and make it not look like a giant mess as it moves. Cause if you just render a 3D character animation with non-flat colors, then any small movement will cause the pixels of the render to change, creating noise. It's still a test and I'm not exactly an animator. But I think it's really promising. :)
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You guys asked for roundabouts in my #UnrealEngine5 traffic system. And so I had to deliver. Figured out a pretty simple system to allow for it. 😀 New video coming this Sunday! In the meantime get caught up with the playlist here: youtube.com/playlist?list=PL…
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Coming this Sunday - 500 cars running in #UnrealEngine5 at 120 fps using blueprints only! And I have improved even more things! :D Technically this is a terrible example cause you shouldn't be loading cars that far away to begin with. And this isn't for a city sim type game, so.... :P The plan for these is more for a person on ground perspective in the end, or top down but just not zoomed out to a city level. Mostly cause small indie studios with no coder probably shouldn't be making a game that is that massive. Just cause if you need thousands of cars visible at the same time like a city sim, you REALLY should be using C and not blueprints. I just don't know it so this is my artist accessible system. :) Go get caught up on the series in the meantime: youtube.com/playlist?list=PL… And I realized I probably should add episode numbers to the videos. 😅
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I know most of you guys don't care about the #UnrealEngine5 BP traffic system I've been making. But I've been having a blast working on the system and making improvements. Sometimes you got to just do what you enjoy. 😅 Friday is a holiday so I'll be able to spend some time fixing up some more things before Sunday. And then we will look into making a proper traffic manager to spawn these guys and transfer all the movement logic in there instead! If you're wondering why I didn't do that right from the start, it's just cause I find it easier to work like this. Figure stuff out > Improve > Figure out stuff > Improve. :) Continuation of the traffic system next Sunday if you're interested. And the playlist is updated with today's video as well: youtube.com/playlist?list=PL…
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Next part of the of the #UnrealEngine5 blueprint traffic system coming Sunday! I've been setting up speed changes based on whether there's a slower car ahead of not. :) Working with splines as well of course. 😉 Get caught up with the series playlist in the meantime: youtube.com/playlist?list=PL…
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Do you have general questions for game dev, virtual production, or Unreal in general? Ex - "How does someone tackle a massive environment?" Leave your questions below and I might end up answering them in detail in a future video. :)
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