Damian Wawrzynowicz shared a Western general store environment built in Unreal Engine 5, created from scratch using real-time workflows.
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Finally spent some quality time with the hidden gem, Geometry Data Flow (GDF) plugin vs straight Procedural Mesh. Both generate geometry, but the workflows are very different.
My #UEStudy notes:
TLDR: GDF feels is Blender Geo-Nodes pipeline. (Reminds me of #C4D non-destructive geo as well)
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Working on procedural floor plan generation. I created a similar one in #Unity3d for BIM software years ago. The concept? Just 1x Cube building up with Wang Tiles using a PCG graph for assembly each tile assembly. 1x Draw Call for the entire plan. Variants next (Doors etc) #UEStudy #UnrealEngine
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ホラー&探索ゲームに最適!一人称視点のゲームに最適なUnreal Engine 5向けテンプレート!個人は無料ダウンロード可能!
First-Person Movement Template V1 by Treety
3dnchu.com/archives/fir...
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While making games for various device configurations, you should get used to separating content by detail mode.
It's most useful for effects such as particles, lights, and decals. But this property is part of the scene component class so you can switch almost everything.
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Unreal Engine client with LOD debug
There are a few ways to switch and test LODs in Unreal Engine.
You can use 'r.SkeletalMeshLODBias' to add additional bias to all Skeletal Meshes LODs. You can even use a negative value.
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今週のアップデート
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新しい水のアセットを買いました!
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#ゲーム制作
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www.fab.com/listings/f2b...
Xから再投稿
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