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Spline Mesh Components and Instanced Meshes for Faster Level Design in UE4 Blueprints 

Pending Kill
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Source code: github.com/PendingKill/Tutori...
TABLE OF CONTENTS
00:00 Introduction
00:52 Spline Mesh Components
05:33 HISM using Splines
07:55 ISM using Splines
09:08 Performance Profiling
10:57 Creating a Corridor in 3 Clicks
Today we're looking at how you can speed up your level design and save tons of time using spline mesh components and instanced static meshes (or hierarchical instanced static meshes) in Unreal Engine Blueprints. We also look at the trade-offs: Spline Mesh Components will have higher draw calls (one draw call for each instance), but the meshes will be able to deform along the spline. The instanced meshes won't deform, but the instancing will mean that performance cost is the same as rendering a single mesh.
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30 июн 2024

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Комментарии : 71   
@Shamysoza92
@Shamysoza92 3 года назад
This is great! Most tutorials dont really explain the process and what it actually does. This solved a lot of questions on my part. Keep up the great work! Subbed
@PendingKill
@PendingKill 3 года назад
Thank you for the kind words, very glad you got something out of it :)
@deyusfilms
@deyusfilms 3 года назад
i really like the pacing of your tutorials, much easier to understand than most
@PendingKill
@PendingKill 3 года назад
Deyus Films thank you, that means a lot to us!
@cinnamintie
@cinnamintie 2 года назад
I was trying so hard to set something like this up and glancing at what you had different from me REALLY helped. I still don't know exactly what clamping the tangents is doing but DANG DID THAT HELP. Thanks a ton!!
@denizorsel1029
@denizorsel1029 3 года назад
This is awesome eventhough I haven't grasped all aspects of the blueprints you created in their detail since it requires study. Thanks for the share.
@PendingKill
@PendingKill 3 года назад
Thanks for the kind words!
@Kholaslittlespot1
@Kholaslittlespot1 2 года назад
Oh wow. I think I needed something like this.
@Latvian3Dman
@Latvian3Dman 2 года назад
Thank You for video and github source, appreciated.
@unreolog8699
@unreolog8699 2 года назад
Wow, that is the content! I love it
@sphangman
@sphangman Год назад
Thanks so much for the git repository , I was struggling to replicate what you had done so it was a life saver.
@antoniopepe
@antoniopepe 3 года назад
Great Man . very inpiring technique
@Yuyirindo
@Yuyirindo 3 года назад
Thank you so much this help me figure out how to add more actors and create a road, you save me TwT
@PendingKill
@PendingKill 3 года назад
Glad it could help!
@Tiger66261
@Tiger66261 3 года назад
yo what song do you have on in the background? its so chill. thanks for the tutorial :)
@RahhmiPoofs
@RahhmiPoofs Год назад
this is arguably the best spline corridor tutorial on youtube at the moment. I'm mildly surprised though that you didn't include ways of having the floor, wall and ceiling at the end on a single spline. cloning splines all over the place gets a little odd. or the ability to change individual parts of the spline... like one wall segment into a wall-door segment.
@xantishayde-walker4593
@xantishayde-walker4593 3 года назад
Loved the tutorial. I only have one problem. The Section Length Coef variable is not being set. I found that I still have to set it manually after placing it in the Details Panel for the Spline BP. I followed along recreating what you created, besides the color swapping and mesh switching. This is the deforming one.
@pullsar7449
@pullsar7449 3 года назад
Amazing!!!!
@fodderfella
@fodderfella Год назад
Thanks, Still works well in ue5 as well
@Altrue
@Altrue 3 года назад
6:02 You can in fact change HISMs to have random individual colors, but it happens at the material level with a node called "Per Instance Random"
@PendingKill
@PendingKill 3 года назад
@Altrue19 Thank you very much for pointing it out. We looked into it and we were quite pleased with your hint :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8F6Sl5gsLy8.html&ab_channel=PendingKill
@amirabdaoui2368
@amirabdaoui2368 3 года назад
@@PendingKill You can also use Custom Primitive Data to control your material parameters in the Construction Script. Saves you from having to create many material instances!
@StephaneCharre
@StephaneCharre 2 года назад
Hey! I'm using the same technique for my splines. However I'm trying to implement a start and end mesh which the end mesh is just the same as the start one but reversed. Do you know a way to implement that last mesh rotation ? Don't seems to work for me. Thanks for sharing :)
@discrodraft
@discrodraft 3 года назад
I wonder if it's possible to build a whole map with one spline mesh blueprint instead of just drawing one long element and copying it many times.
@An0ny
@An0ny 2 года назад
Just to be clear, you can change the colors randomly in instances using the “per instance” material node OR custom data
@tedbacon9509
@tedbacon9509 3 года назад
Great Video man! SUBED! Thank you! I'm working on a wooden fence, is there a way to change the section length so the mesh can intersect with other meshes on the spline? So it's not just added after the bounding box of the mesh? I hope this question makes sense! was hard to put into words!
@PendingKill
@PendingKill 3 года назад
Hi Ted! Yes you can, in the construction blueprint where you can define the section length, simply add another float to the min and max values called "min modifier" and "max modifier" and add a positive or negative value. Of course, make them public so you can edit them in real time. I have had the same issue with cave meshes in another project where i needed them to intersect. Cheers!
@sarav3948
@sarav3948 2 года назад
Hello, I would like to know if there is a way to create it according to the landscape? like to make climbs on a road or something like that and that adapts to the existing landscape
@heldervinicius4232
@heldervinicius4232 3 года назад
Hey! There's actually a better way to set the static meshes that doesn't require all that hardcoded switching. Use the select node, it's ultra useful for a LOT of stuff, not just meshes. here's a link to the basic setup, it's pretty straight-forward imgur.com/a/W0cMd8g I hope that helps :D
@PendingKill
@PendingKill 3 года назад
Awesome, thanks for the tip! I've used the select node before, must have forgot to use it in this particular blueprint
@felixpettersson2286
@felixpettersson2286 3 года назад
Or you could add an array of static meshes and expose it in the editor, then get one by meshIndex from there. imgur.com/vv2eYHl Actually, this might be bad for performance as you're storing references to multiple static meshes that might not be used. But it's pretty convenient.
@hellnaw6657
@hellnaw6657 Год назад
Hi, was wondering . Is there a way to prevent the constructionscript from re-running each time the actor is moved/duplicated? Been trying to work with splines but finding that mass-duplicating/moving many splines makes the editior have extreme lags. The only solution i can come up with is using "call in editor" and a custom function instead.
@BaseRealityVR
@BaseRealityVR 3 года назад
This is a good tutorial. But I have issues as I am trying to make a procedural fence But all the spline mesh methods deform my fence panels, I want to make it so the spline points are always straight and the panels can only rotate from there pivot point. Also if I use the mesh bounding box it prevents my meshes from getting close enough to link correctly. Any advice.
@BaseRealityVR
@BaseRealityVR 3 года назад
May be able to find a way if I can get it to place a point at the same location as the mesh pivot but not got it working just yet
@PiPiCatStudio
@PiPiCatStudio 3 года назад
NICE tut,but will you sell the complete function blueprint in the market?
@PendingKill
@PendingKill 3 года назад
There's a link in the description to download the entire source code for this project :)
@zerion3887
@zerion3887 3 года назад
Hi thank you for this tutorial... just a question, is it possible to add it to one of my own project (non commercial) ?
@PendingKill
@PendingKill 3 года назад
Yep go ahead!
@maximkostindev
@maximkostindev 3 года назад
How can i apply some roll to my mesh? I just wanna make roallercoaster type road, spline point ignoring rotation, how can i achieve this?
@PierLucPoissant
@PierLucPoissant 2 года назад
Yes please, I wanna know too! Like in the miniature of the video
@vDungeon
@vDungeon 2 года назад
What if you create a material with a randomized color? Maybe then you can get different colors on different meshes?
@n1lknarf
@n1lknarf 3 года назад
Could you please make a tutorial on how to add branch points to a spline? I haven't found a single tutorial on how to do it, for example to create a vein with the branching smaller veins, all procedural using an array of random meshes, or at least 3 static mesh nodes each with a different mesh.
@PendingKill
@PendingKill 3 года назад
We don't really have experience with branching splines. I found a few google search results, including some Unreal Engine documentation on branching landscape splines docs.unrealengine.com/en-US/Engine/Landscape/Editing/Splines/index.html But other than that it doesn't seem to be a built-in engine feature. There are some threads on custom solutions that you may want to check out.
@n1lknarf
@n1lknarf 3 года назад
@@PendingKill thanks
@PendingKill
@PendingKill 3 года назад
@@n1lknarf No prob :)
@IllyasArt
@IllyasArt 3 года назад
Great!
@PendingKill
@PendingKill 3 года назад
Thanks!
@IllyasArt
@IllyasArt 3 года назад
@@PendingKill Keep up with the great content please :D
@PendingKill
@PendingKill 3 года назад
Lopiky yessir!
@routeone4790
@routeone4790 11 месяцев назад
how do u add an extra mesh to the spline so theres two splines. as I am trying to add lightbulbs to my wire.
@private_void1261
@private_void1261 3 года назад
Hi!! I have some meshes like fences, that the point in what it joins one with each other is less than the total length of the mesh, and I'd like to add some offset to the meshes to fix this, but can't achieve this no matter what I try. Could you give me a clue, please? Sorry for my bad English
@PendingKill
@PendingKill 3 года назад
Hi - at 04:25 you can see the code labeled "After mesh is determined, calculates section length". You can try adding offsets to the output of the Break Box node, or to the subtraction node. This should modify the spacing of the meshes.
@gaming4K
@gaming4K Год назад
Hello! Can you make overlaps on the spine? So far i didn't find a solution for this but on some meshes a little overlapping would make a huge difference.
@PendingKill
@PendingKill Год назад
If you change the section length (see 4:11 timecode) and subtract a bit from the output of the subtract node (i.e. right before the Set Section Length Coef node) you should be able to make the meshes overlap.
@TimSkijwalker
@TimSkijwalker 3 года назад
Looks great, just wanted to let you know that your github link doesn't work. =)
@PendingKill
@PendingKill 3 года назад
Ah thank you. It should be fixed now :)
@TheFlyingEpergne
@TheFlyingEpergne Год назад
do you know how to make this work with a closed spline?
@Silpheedx
@Silpheedx 2 года назад
For Anyone using UE5 and wanting Nanite . Use the Instance Static Mesh one.
@plasid2
@plasid2 2 года назад
Hi, How convert spline mesh to static mesh via Blueprint?
@musikalniyfanboichik
@musikalniyfanboichik 3 года назад
today i found gold in a form of youtube video
@nhsurron
@nhsurron 3 года назад
where did u get this character model lol
@PendingKill
@PendingKill 3 года назад
From one of the Synty packs
@kurosensei3388
@kurosensei3388 3 года назад
Pls how can I get the asset in your example script
@PendingKill
@PendingKill 3 года назад
Which asset?
@kurosensei3388
@kurosensei3388 3 года назад
@@PendingKill the sci fi environment assets, thanks in advance 🙂
@PendingKill
@PendingKill 3 года назад
@@kurosensei3388 That's from Synty Studios. You can get their assets from their store or from the asset store. Simply look for "Polygon - Sci-fi space" :)
@kurosensei3388
@kurosensei3388 3 года назад
@@PendingKill is It paid ??
@PendingKill
@PendingKill 3 года назад
@@kurosensei3388 Yes. You will have to pay for them
@LyubomirIko
@LyubomirIko 3 года назад
The only question is why this tool doesn't exist by default? It is crucial for level design, basally every game have it and need it. WHY?
@PendingKill
@PendingKill 3 года назад
That is because there are several ways to build levels. This is my preferred method as it gives me a lot of control over repeatable assets. You can also apply this to 2 and 2.5D games with repeatable unit backgrounds. However, I have met and worked with folks that like to literally built it all in Maya or Blender and then reimport it. It works just as well too and depending on your familiarity with the modeling software you can probably do a better job. It may also be better in terms of draw calls but i digress.
@ziyuanchen8567
@ziyuanchen8567 3 года назад
But they do not instance landscape spline as well, which is a built-in tool for making large scale road network. It is weird because in vertex shader you can only use either spline or instanced static mesh at the same time but not both. Same thing goes to landscape component. It is totally doable since UE will automatically instance meshes using the same materials.
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