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You Should Start Using Data Assets in PCG | UE 5.4 

Procedural Minds
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This is a tutorial on how to set up data assets with PCG in Unreal Engine 5.4. This allows us to very easily and quickly to swap assets around and implement different functionality as needed.
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Patreon: / procedural_minds
Discord: / discord
Twitch: / krozjin
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Chapters:
00:00 - What is New
00:43 - Getting Started
00:55 - Creating the Necessary Files
02:02 - Structs and Data Assets
05:31 - PCG Graph Start
09:20 - Utilizing the Attributes from the Data Asset
13:38 - Why Transform Point Doesn't Work
16:36 - Rotation Setup
17:35 - The Attribute Fix
18:32 - Easily Swap the Data Assets

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27 июл 2024

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Комментарии : 39   
@imsaturncat
@imsaturncat 2 месяца назад
This is saving me years of my life, I absolutely love this
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Haha. Glad you found it helpful. :)
@mihaiwilson
@mihaiwilson Месяц назад
Fantastic, love the clear straightforward approach.
@Procedural_Minds
@Procedural_Minds Месяц назад
Thank you, I'm glad you liked it. :)
@mihaiwilson
@mihaiwilson Месяц назад
@@Procedural_Minds Seriously. Nearly lost my mind trying to do this kind of thing using loops. Your method has got things moving!
@SellusionStar
@SellusionStar 2 месяца назад
Wow, what a convoluted way of doing it, epic... Thank you for figuring that out!!
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Wait till the next video when I show how you do loops in PCG. It makes this look straight forward. lol
@SellusionStar
@SellusionStar 2 месяца назад
@@Procedural_Minds haha :D you had my interest, now you have my attention! thanks! great channel content by the way
@kryogenicgames
@kryogenicgames 2 месяца назад
very helpful ;)
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Thank you! :)
@TheJackalxy
@TheJackalxy 2 месяца назад
12:54 I think the error is because quaternion rotator are four quad vector array (x,y,z,w), while the rotator used in the data assets is a euler rotator composed by 3 vector. If i remember correctly even though quaternion are present in c++ they are not represented in blueprint
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Huh, that's interesting. But when I sample the information with the A hotkey, it shows Rotation.Yaw / Roll / Pitch. There is no 4th. So it's odd that it's trying to get a 4 digit version. Possibly a bug. Either way got to figure out a good workaround.
@Nialonh
@Nialonh Месяц назад
@@Procedural_Minds The reason for that is that Quats are not really human readable, so they should always be translated to XYZ when displayed. The reason they are using Quats is that it avoids a locking problem that exists in XYZ(Euler Angles). Great video:)
@carlospastor127
@carlospastor127 2 месяца назад
Hello! Great video, thank you for teaching us about pcg, there is very little information even on the subject, one question, what is the difference between doing this method to generate a forest instantiating our tree variations in the range of the spline and doing it with a pcg and a spawn static mesh and add our trees to them and use a layer of the landcape so that it only makes them appear there?
@Procedural_Minds
@Procedural_Minds 2 месяца назад
This doesn't require a landscape at all. This is entirely independent. You can use it for trees, or you can use it for debris, or houses, or whatever else you'd like.
@carlospastor127
@carlospastor127 2 месяца назад
@@Procedural_Minds Ahhh true!! thnx u so much!!
@tehf00n
@tehf00n 2 месяца назад
Just to add, if you weren't using Data Assets previously then you need to learn Epic's Best Practices. If Epic do it, you should do it. Obviously there is more than one way to skin a cat in game dev, but in my 14 years of experience I've learned that what you think is right is most likely wrong unless Epic did it first. They spend time, money and human resources on figuring out the best method before it even lands in preview. And in the case of PCG Biome's setup, it saves a lot of time switching things around to test if you use data assets.
@Procedural_Minds
@Procedural_Minds 2 месяца назад
I'm using data assets for my game. They weren't available for PCG prior to this update.
@tehf00n
@tehf00n 2 месяца назад
@@Procedural_Minds I know, although you could implement them, the Biome setup has added that method. I meant in general though, not you specifically. Most people I see on a daily basis aren't doing 10% of best practice and Data Assets have been one of the methods Epic has been staunch on implementing in their system. I'm guilty of skipping on best practice myself sometimes when I'm in a rush or prototyping. But I tend to iterate back and do what Epic does.
@rabellogp
@rabellogp 2 месяца назад
I spent so much time trying to figure out a way to do something similar to this with what we had in 5.3... Unfortunately I still can't migrate to 5.4 in some of the projects I'm working on with PCG.
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Yeah I've wanted this myself since PCG came out. Hopefully you'll be able to update to it soon or find good workarounds.
@SegundoFernandez-f8x
@SegundoFernandez-f8x Месяц назад
Great content !! What if I want to use this method to spawn BPs tho ?
@Procedural_Minds
@Procedural_Minds Месяц назад
Then just swap out the Static Mesh Actor Spawn Actor and plug your BP into it. :)
@SegundoFernandez-f8x
@SegundoFernandez-f8x Месяц назад
@@Procedural_Minds Wow Thank You so much !! Tried to figure it out the hard way :)
@Josh_Alfaro
@Josh_Alfaro 2 месяца назад
Great stuff. I am admittedly a noob dev. What are some of the advantages of using this rather than just a spline sampler? Is it the bool and other variables that would let you spawn things with more complicated logic? Probably a stupid question but I don’t immediately see the benefit
@Procedural_Minds
@Procedural_Minds 2 месяца назад
Spline sampler is just how you generate the points, data assets store all the information you can use for those points you generate.
@Josh_Alfaro
@Josh_Alfaro 2 месяца назад
⁠@@Procedural_Mindsbut you can do all the same things with a transform points node no?
@Procedural_Minds
@Procedural_Minds 2 месяца назад
@@Josh_Alfaro This isn't about showing how to transform your points, it's about showing how you can now store all the information in a data asset and easily swap them out for different variations using the same base.
@astralstormgamestudios1259
@astralstormgamestudios1259 Месяц назад
I kind of like the "old" way much more .. is there any fps gains in doing it that way?
@Procedural_Minds
@Procedural_Minds Месяц назад
What do you mean by the old way? Using grass landscape nodes and foliage?
@astralstormgamestudios1259
@astralstormgamestudios1259 Месяц назад
@@Procedural_Minds bad grammar from my side , I understand the difference between using data table and the hard coded way, I dont really need to be able to switch out any assets quickly
@user-ci9vq2ce8p
@user-ci9vq2ce8p Месяц назад
if errors in the graph still don't disappear, restart engine; worked for me
@Procedural_Minds
@Procedural_Minds Месяц назад
That's a great tip, thanks for sharing! :)
@user-ci9vq2ce8p
@user-ci9vq2ce8p Месяц назад
@@Procedural_Minds happy to help. btw is there a way to place meshes at random location on level?
@Procedural_Minds
@Procedural_Minds Месяц назад
@@user-ci9vq2ce8p You can do it with just blueprints or have your bounds of the PCG graph cover the full level if you're using world partition for example.
@user-ci9vq2ce8p
@user-ci9vq2ce8p Месяц назад
@@Procedural_Minds thanks alot!
@R4venshore
@R4venshore 2 месяца назад
Honestly, as a hardcore Unity dev I expected a lot more from UE5. The PCG are full of errors and buggy behavior, a lot of it scream to be improved so much. In the time I spent trying to get this going I could've written a PCG with splines in C# 5 times that still uses Scriptable Objects for data assets and dynamic generation...
@Procedural_Minds
@Procedural_Minds 2 месяца назад
This is a new and beta feature that isn't ready for production. So I wouldn't use this as the benchmark for completed and fully implemented Unreal features.
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