Lyra Style Geometry Script Procedural Mesh Tools In Unreal Engine 5 - Making Your First Tool
2022 ж. 8 Сәу.
26 285 Рет қаралды
I'll show you how to use the Geometry Script features of Unreal Engine 5 to create your own dynamic mesh "building blocks" to rapidly design, build and tweak environments and levels. We'll look at how to build a dynamic mesh tool from the ground up and how to turn those into static meshes to build out your environment, and how you can easily update all instances of those static meshes if you want to make a change to the original tool.
Brilliant! Worked perfectly on 5.4. I figured out you could just use the round rectangle with corner radius 0 to get both options - but perhaps there is some other reason you did it this way around.
Thank you for taking the time to teach us this process, I appreciate it. :)
Thank you Jon for putting in all this effort, your work has been of tremendous help.
It's the best tutorial about geometry script. Thanks
Excited to go through this tutorial! Watched it several times so far.
Outstanding. Thank you for teaching us.
Awesome information, thank you very much for this video!
Just what I was looking for.
I would like to become a technical artist for unreal, this is a great start for procedural level design. thank you!
ohhh. This is something incredible!!!
man this is awesome. Would you ever do a video covering a building generator?
This tutorial is great. If I could give one recommendation that would turn it into a 10/10... break it up into 5-10 segments so that it's easy to navigate through.
Absolutely terrific video. I'm learning UE Geometry Scripting after already being comfortable in Blender Geometry Nodes, and the pacing is great for me. I'm curious about your use of Boolean flags to enable or disable features such as corner rounding and beveling. Is there a UE-specific reason to do this instead of simply having a slider for the radius or offset, and inside the node graph using a Branch to switch the logic path if the value of the input amount is zero?
you are best! Man Tnx!
Cool tutorial !
Cool video. The resolution is a bit high to see some of the text on yt.
Thanks for the showcase! The only note I have is that I'd like if you explained a little more what each node does -- instead of "do X, do Y", add a little bit of "do X, which does Z..."
thank you, super man
Hey, thank you for the tutorial, works great. One question, how can I load previously made assets to be edited with the tool again?
You save my Life
This is great! but you shouldn't need to recreate the generator/baking process as it is already done in Lyra - about the same as you did there. It also uses a different class that makes it so they dont overwrite each other and keep binding based on their source key . And other QoL stuff! That being said, redoing them is a GREAT way to understand how they work!!
For sure! We can see how it works and plus I wanted people to be able to do this tutorial without needing to have installed the Lyra project. I love the QoL stuff you added in Lyra of course, and for a larger project with many tools a system like that will be indispensable!
Thank you for the video. I have a question regarding the materials and I apologize if it’s a rudimentary question as I am an extreme newby and have not watched all your videos yet. Anyway, prior to your tool looking like a tunnel or cave of sorts, it looked like a wall with a window. In that situation you assigned materials to the wall and the cutout portion instance editable for each. My question is, can there be a third instance editable option to separate each side of the wall. Say interior/exterior materials.
Thanks for this video John! I'm looking into some of Ryan Schmidt's videos as well and cant seem to call the Event on Rebuild Generated Mesh function, even after enabling the Geometry Script plugin. Any ideas?
It has to be a generated dynamic mesh actor class.
How to I get a reference to the actor that this mesh is attached to? I have a blueprint that generates the mesh, but when I line trace at the generated mesh, it doesn't find the actor/BP. Thanks for the excellent tutorial!
Does this only work for ‘grey boxing’? Or can you do this with imported meshes?
How would I build this differently if I wanted to animate the cutter in the sequencer since on event rebuild generated mesh doesn't get called when the cutter is keygramed in the sequencer.
Thanks for making these geometry script videos. It looks like the extrude function has changed in v5.1 and after double and triple checking the settings I can't get this set up to work. Any chance you could create an addendum for 5.1? Thanks.
Make sure you plugged in "Allocate compute mesh" and "Append rectangle XY"
I didn't dig in these scripts, but there's something that confuses me a bit: I wonder why the scripts are done in the event graph and not in the construction script and if so if it is also possible to use these scripts during runtime (I guess the answer is no). Anyway this is a great tool to speedup the blockout part of any project and with the help of this tutorial you might create something more complex or more appropriate to your specific project. And good job with the video of course!
When you want to know if you can use it at runtime just try it out
live stream said some aspects can work at runtime
You can do it in the construction script, however if the construction script takes too long, the live updates to the 3D shape will become very choppy, and in some cases will not update until you let go of a slider/etc. What happens under the hood is we set a 'dirty' flag in the construction script and then on the next editor tick we call the event function. This makes things much smoother and avoids any slate throttling, and also allows you to (eg) force a mesh rebuild w/o re-running the construction script
can you make this dynamic? lets say i have a video texture masking the mesh, so it changes the mesh realtime ?
@08:00 how to increase the width of 'advanced window' tool from just one side in unreal engine 5, whenever i increase the width of wall or opening in the details panel, then width starts increasing from both ends but many times i dont want. Pls guide.
hey thanks for sharing yo , when i set the material in array the engine say me is not compatible! :/
this may or may not be a stupid question: Is this also possible with .fbx files?
Is it possible to do any of this at run time? I can see a game built just on this concept.
100% - I've been working on something like that (:
when adding the material parameters, the options appear in the details panel but the engine will not allow me to assign materials to the slots
you fix that??
@@luchoMKlove Check the "Instance Editable" box and it should work
@@JustinDM hi justin im looking for the procedural lvl generation ,do you know any course to learn this ,here in youtube is soo poor content i will apreciate a lot
I had to set defaults in the BP before it would allow me to set them.
Not sure what's up, but it didn't work. I'm at 7:45 and there just no hole. I did everything exactly how you did it. Can you make your file available for download so I can look at it?
These tools are inside the Lyra project, under Content/Tools.
You can download Lyra from the marketplace if you haven't already and certainly check out the Tools folder for several great examples of Geometry Script blueprints!
me too
if you find the solution please tell me too.
I had the same problem initially but it eventually worked, I forgot to set 0 to the Z component of the extrude direction (it is at 1 by default).
Can you please enable closed captions on this video please?
You may have been watching too soon after upload and CC wasn't done processing. It's available now!
@@buildgameswithjon7641 Great, thanks for all your hard work!
all good when low poly, if polygon go up unreal get super laggy :(
Maybe turning on Nanite on the options in the GeometryScriptCreateNewStaticMeshAssetOptions may help with that. Haven't tried it yet.
Why epick cant be normal even once, when Blender implement geonodes took me one day make tree generator, this geometry script propably take me one mounth learn how make box
It's the same company that thought nixing brushes in UE4 as viable final geometry without having in-engine modelling tools to replace it was a good idea, are you surprised?