PCG Post Generate Callback - Unreal 5.3 Tutorial - Part 12

Sdílet
Vložit
  • čas přidán 30. 06. 2024
  • Using the Post Generate callback to modify pcg results after generation.
    00:00 Introduction
    01:10 Graph Setup
    02:10 Post Generate Function
    05:16 Bug Fixing
    05:35 It's working!
    #ue5 #unreal #pcg #procedural #proceduralgeneration #tutorial
  • Hry

Komentáře • 9

  • @garrettstevens6383
    @garrettstevens6383 Před 5 měsíci

    This is so useful.

  • @hengshu4484
    @hengshu4484 Před 5 měsíci

    What I've been wanting is to be able to use this month's epic monthly free material to make a level with pcg, never want to do it manually again

  • @jettnelson8394
    @jettnelson8394 Před 5 měsíci

    Could this be used to assign custom data based on, for example, the scale of each instance?
    P.S. I’ve been binge watching your PCG tutorial videos, they’re really awesome

    • @FreetimeCoder
      @FreetimeCoder  Před 5 měsíci +1

      Thank you!
      Yes you can get the instance transform in the loop and then take the scale of it before writing to custom data.

  • @Yupiter1233
    @Yupiter1233 Před 5 měsíci

    Have you ever come across that in the release version, when creating an object with Spawn Actor from Class, PCG does not work out. It is about the shipping version only, everything works in the debug and development

    • @FreetimeCoder
      @FreetimeCoder  Před 5 měsíci

      I have not, but I also haven't been doing much actor spawning. Depending on how you reference the Actor (e.g. by string path only) Unreal's cooker might not realize it is being used and strips it during packaging.

  • @tharaknasser
    @tharaknasser Před 5 měsíci

    I cant get this to work, the code runs fine, "set custom data value" returns true but its all the same color. I tried changing to PerInstanceRandom on the material and it also shows the same color to all, any ideia what I'm doing wrong?

    • @tharaknasser
      @tharaknasser Před 5 měsíci

      I found out. I was setting "overlay material" instead of adding a material at "override materials"