We have a liftoff! All Unreal Engine running.
The Cassini Sample is now available on FAB.
Explore the PCG demo we presented at Unreal Fest Seattle recently, we hope you like it!
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
Today, we start a new series of videos on using Unreal Engine's PCG to create environments. In this video, we talk about what PCG is and why you should use it. Then we use the system to place some simple assets in the environment.
youtu.be/NZLtrWLNTes
The Highlands
This is my most detailed UEFN environment yet. It's made up of Quixel Megascan meshes and textures. 2 days of development time creating the materials and the scene optimizing for both Nanite and non Nanite use.
And the best part? It's playable! Map Code: 9421-2355-9764
For the best visual clarity on PC, make sure to turn on Nanite in your graphics!
#UEFN#Fortnite#Fortography#FortniteArt
Sharing pre-release Mesh Terrain doc
Mesh Terrain is our upcoming tech supporting non-uniform res, full 3D and multi-users through non-destructive modifiers workflows and PCG.
While experimental, we look forward to feedback and seeing your experiments!
dev.epicgames.com/community/…
Procedural Content Generation (PCG) in Unreal Engine has taken a major leap forward in versions 5.6 and 5.7, officially reaching Production-Ready status in UE 5.7.
Highlights across both versions include new PCG templates to quickly start graphs with preconfigured setups, enhanced debugging tools with a dynamic object tree, a new PCG Editor Mode with interactive, graph-driven tools and so much more! Dive into the enhancements in our video here: youtu.be/bgxVHKSdL4M
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 :)
youtube.com/live/3PQga-2vLm4…
What a week. Unreal Engine 5.6 represents my 11th release in the 5 years I’ve been at Epic Games. For this release, my team focused on expanding PCG documentation, such as this great piece on using GPU generation w/ PCG: dev.epicgames.com/documentat…
The World Building Guide v3 is now available in preparation of Unreal Engine 5.6 upcoming release.
Hope it helps, enjoy the reading and don't hesitate to share!
dev.epicgames.com/community/…
This new revision includes detailed information on new features such as Streaming Performance Improvements, FastGeo Streaming, World Bookmarks, Cell Transformers and External Data Layers. It has also been extended with a new Strategies section.
Space, the final frontier 🌌
Actually, it could be the first frontier for you if you're new to UE and start your development journey with Procedural Content Generation through the wonderful Cassini Sample.
Regardless of where you're at on the developer star chart, join the Epic for Indies discord today at 3PM EST for an exclusive live Q&A with the PCG team behind the sample project!: epic.gm/cassini-sample-epic-…
I'll be in an office hour live Q&A with @julien_lheureux tomorrow at 3PM EST, organized by "Epic for Indies"! If you are in an indie studio and have questions about PCG, come see us :)
forums.unrealengine.com/t/ep…
🌥️Announcing Cloudheim!🌥️
A co-op action RPG where you battle, explore & craft in a colorful fantasy world. Play solo or with up to 3 friends as you discover dungeons & collect loot to bring home to your base in the skies.
#Cloudheim#IndieGame#ActionRPG#Fantasy#WishlistNow
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 is OK.
Implementing the Space Colonization Algorithm in Unreal Engine PCG has been an exciting challenge to tackle in my free time.
PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh.
#UE#PCG#ProceduralArt
recorded the retopo process of this coral thing
57minutes, speed x4 for the video, RetopoFlow plugin, 2 Blender crashes lol
no educational value or whatever, just turned out to be a nice way to keep me focused and reduce distractions 😄
youtube.com/watch?v=sKGT9yVD…