As usual, the project files are available here: github.com/Amathlog/Tut...
22.07.2025 21:46 β π 0 π 0 π¬ 0 π 0@amathlog.bsky.social
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
As usual, the project files are available here: github.com/Amathlog/Tut...
22.07.2025 21:46 β π 0 π 0 π¬ 0 π 0Hey there! New #PCG video with an introduction to GPU generation! You might have seen the foliage in #TheWitcher4 tech demo, it uses extensively GPU spawning for that!
youtu.be/0tXVLP3MWhE
#UE5 #procedural
I made a small post for asking your opinion on music on the videos!
It's on YouTube to avoid scattering the poll across multiple platforms
youtube.com/post/UgkxkzC...
A little teaser of the next video that'll arrive next week π
05.07.2025 14:57 β π 4 π 0 π¬ 1 π 0You can't go wrong with Daniel, it's an amazing opportunity!!
27.06.2025 21:07 β π 2 π 0 π¬ 0 π 0What a week. Unreal Engine 5.6 represents my 11th release in the 5 years Iβve been at Epic Games. For this release, my team focused on expanding PCG documentation, such as this great piece on using GPU generation w/ PCG: dev.epicgames.com/documentatio...
06.06.2025 18:28 β π 18 π 4 π¬ 0 π 0The World Building Guide v3 is now available in preparation of Unreal Engine 5.6 upcoming release.
Hope it helps, enjoy the reading and don't hesitate to share!
dev.epicgames.com/community/le...
Join Adrien (@amathlog.bsky.social) at #EPC2025 for a fresh take on the classic game Snakeβreinvented with a PCG twist in Unreal Engine 5.5!
Check out more information on tickets and the conference at everythingprocedural.com
#everythingproc #ProcGen #UnrealEngine5 #GameDev
Got the first book and it's gold! Go check out the second one!
25.03.2025 14:20 β π 3 π 1 π¬ 1 π 0It's not Europe only on Android ;)
17.02.2025 12:17 β π 2 π 0 π¬ 0 π 0'll be in an office hour live Q&A with @julienlheureux.bsky.social tomorrow at 3PM EST, organized by "Epic for Indies"! If you are in an indie studio and have questions about PCG, come see us :)
forums.unrealengine.com/t/epic-offic...
Re-doing the post as I didn't share the official link ^^
Found this little gem, simple but fun and addictive!
danielben.itch.io/dragonsweeper
Ah crap! I'll redo the post with the itch.io version then!
10.02.2025 13:34 β π 2 π 0 π¬ 0 π 0We've now released The Cassini Sample Project for you to poke at, go wild! #UETips
www.unrealengine.com/en-US/news/t...
You're lucky it's not β¬
11.01.2025 07:55 β π 1 π 0 π¬ 0 π 0Happy 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.
10.01.2025 16:17 β π 16 π 2 π¬ 1 π 0Lambdas are life, once you know them you can never stop using them EVERYWHERE :D
09.01.2025 22:40 β π 1 π 0 π¬ 0 π 0Come come π
30.12.2024 18:27 β π 3 π 0 π¬ 0 π 0#PCGEx, an Unreal' open source PCG plugin I've been working on for over a year is finally available on FAB! www.fab.com/listings/3f0...
#ue5 #pcg #gamedev #procgen
Thanks @amathlog.bsky.social for the all the support, you're not getting rid of me just yet π
Congrats on the release! Will definitely be easier for people to try it out :)
23.12.2024 17:39 β π 1 π 0 π¬ 1 π 0Haha yeah we feel you, it's also frustrating on our end! We'll have a pass in 5.6 to make it more streamlined with shortcut to create quickly Create Attribute nodes of the right type, and inline constants like in Blueprints nodes, to skip the create attribute :)
But those nodes are legit too!
Same setup than the previous post for the meshes, setting randomly a mesh and 2 materials. Overriding the mesh and the 2 materials on the BP, and calling Post Spawn function after the spawn! I have then those actors with the right mesh and the right materials! 2/2
11.12.2024 02:53 β π 0 π 0 π¬ 0 π 0#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
11.12.2024 02:53 β π 12 π 3 π¬ 1 π 0Just finished Until Then, definitely one of my GOTY! Go check it out is plays perfectly on the Steam Deck!
@untilthengame.com
Regex for the win!
03.12.2024 15:15 β π 1 π 0 π¬ 0 π 0#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)! π
28.11.2024 15:18 β π 13 π 1 π¬ 0 π 0In this example, I have an array of 3 meshes that I randomly match with Match and Set Attribute. Each point now have a "Meshes" attribute. Then on the spawn actor, I can map this attribute to a property on my actor, in this case the property path is`StaticMeshComponent.StaticMesh`. (2/2)
27.11.2024 23:35 β π 1 π 0 π¬ 0 π 0#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)
27.11.2024 23:31 β π 8 π 1 π¬ 1 π 0I've made a Starter Pack for UE devs that give great tips that are helpful online. Know anyone that should be on it? Let me know!
22.11.2024 20:59 β π 128 π 42 π¬ 21 π 1