Adrien

@amathlog.bsky.social

Senior Tools programmer on the PCG plugin at Epic Games. PCG tutorials: https://youtube.com/playlist?list=PLa5CA4dwjxucvoAmS7FO8hvUrSL21a-5G&si=H_oQKno7NMJ5s8uv My GitHub: https://github.com/amathlog

I'm delivering a talk alongside the wonderful @amathlog.bsky.social on Large Procedural Systems with PCG. If you're working with PCG at a large scale, come! There's a lot covered including Biome Core, Builders, Hierarchical Generation and more. All are common problems I keep chatting to Devs about!

Developing Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games) | Agenda | GDC Festival of Gaming

The GDC Festival of Gaming program blends expert insight with interactive formats designed to spark ideas, sharpen skills, and connect communities.

schedule.gdconf.com

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 :) www.youtube.com/live/3PQga-2...

Unreal Engine 5.7 Feature Overview | Inside Unreal

Unreal Engine 5.7 is now available! Build expansive, lifelike worlds filled with rich, beautiful details in real time; render high-fidelity layered and blended materials; light complex worlds like nev...

youtube.com

📚 I've updated my 5.6 Materials EDC article to include a NEW extra feature that didn't make it into the first version, and added some implementation details to a few of the other entries~ dev.epicgames.com/community/le... An article for Materials in 5.7 is in the works! #unreal #ue5 #materials

Materials - Quality of Life Updates in Unreal Engine 5.6 | Knowledge base

This document highlights various quality-of-life improvements for Materials as of the 5.6 Unreal Engine release.

dev.epicgames.com

Return of #UE5 #PCG tip of the day! If you ever tried to use Transform Points and were sad that you can't provide a Rotation Min/Max for each point, here is a solution! The gist is to generate a random value for each point, then apply Lerp between max and min provided as attributes!

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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 work in previous versions.

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#UETips #PCG Let's see how we can combine the material override with the spawn actor! On Spawn Actor, you have the option to specify Post Spawn functions. If I create a custom BP, inheriting from StaticMeshActor, with 2 materials variables, I can have a Post Spawn function that will set them. 1/2

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#UETips #PCG For materials, it is a little more involving to override them. On the Static Mesh Spawner you can specify multiple material overrides, one per material slot on your mesh. In this example, I select randomly materials for the leaves (Material ID 0) and trunk (Material ID 1)! 🌈

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#UETips #PCG In the tutorials I've shown how we can parameterize the spawning of meshes, to allocate them randomly. But we can also use that technique to spawn static mesh actors with this mesh! You can use the "Spawned Actor Property Override Descriptions" on the Spawn Actor node (1/2)

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