Тэги:
#unreal_engine #unrealengine5 #ue5 #unreal_engine_tutorials #game_dev #unreal_engine_blueprints #learn_game_devКомментарии:
I've a little problem. The bounding box that represent se hole does not match with the mesh. Sometimes is translated in x, some times in y and sometimes both. Do you Know why?
ОтветитьHere's the English translation of the video summary about the wall generation system:
Key Features:
- Ability to add windows and doors to base walls
- Freedom to adjust window and door positions, sizes, and quantities
- Outputs a single static mesh, suitable for PCG building generation
Key Steps:
1. Basic Setup:
- Create Blueprint Actor and PCG Graph components
- Add necessary variables: wall mesh, window mesh, door mesh, etc.
- Create points array to store window and door position information
2. Core Processing Flow:
- Convert static mesh to dynamic mesh
- Get bounding boxes for windows/doors
- Use Boolean Operation for subtraction to cut holes in the wall
- Place window/door models at cut positions
- Use Boolean Union to merge all meshes
3. Material Processing:
- Create custom nodes for material ID mapping
- Ensure walls, windows, and doors can use different materials
- Set up correct material slots
Main Challenges:
1. Bounding Box Handling:
- Need precise control of cutting area size
- Add cutout variable to fine-tune cutting range
- Handle the impact of window/door protrusions on cutting
2. Point Translation:
- Need correct handling of transform data
- Ensure windows/doors are in correct position and orientation
3. Material System:
- Need correct setup and mapping of material IDs
- Ensure final static mesh has proper material slots
4. Dynamic Mesh Operations:
- Precise control of Boolean operations
- Handle multiple window/door scenarios
- Ensure generated mesh quality
The system's strength lies in its flexibility, allowing quick generation of various wall variants, making it ideal for procedural building generation. The main challenges involve precise control of mesh operations and ensuring the quality of generated results.
I think this tutorial is useless in this form.
Because from the geometry script it is necessary to create a system of walls, windows, doors compatible with each other and from this to do similar things.
I made such a system from the geometry script on my channel. The point is that it allows me to automatically bake the entire scene into static meshes with one button press, saving dynamic models on individual static meshes that are created in the process.
True, there is a problem in further development. Since for further development of blueprints based on the geometry script it is necessary to constantly take into account the compatibility of the system (support for the possibility of autobaking, saving materials, etc.)
ahh.. man it dosen't work with 5.4 right, i should do migrate allready instaled plugin to this 5.5 with risk of eror... 😭, but good job tho that make level creation easyer, with also having megalight making the game super good, i should try to install 5.5 and try it first
ОтветитьHey man! Great work. I have a plugin that open to the public and I'm trying to get more creators like yourself to add and improve it so we as a community can have some solid free tools. Would you mind taking a look at it if you get some free time? Could be just for feedback or a full fledge pull request with improvements to existing tools or the addition of new tools. Anything helps.
The repo name is godtier-games/HandyManPlugin