But to do real mesh generation, we need lots of temporary meshes. UGeneratedMeshĪt the end of the last tutorial, ADynamicMeshBaseActor had some basic Blueprint functions you could use to do single mesh operations, like subtract another Actor, and so on. Try to escape the level! You’ll have to press Alt+F4 to exit as there is no menu/UI. This will take a few minutes, after which the built game will pop up in a separate window. You can test the project in PIE using the large Play button in the main toolbar, or click the Launch button to build a cooked executable. uproject directly in the Editor (it will ask to compile), but you probably will want to refer to the C++ code for this tutorial.īuild the solution and start (press F5) and the Editor should open into the sample map. This will generate ProceduralMeshesDemo.sln, which you can use to open Visual Studio. Once you are in the top-level folder, right-click on ProceduralMeshesDemo.uproject in Windows Explorer and select Generate Visual Studio project files from the context menu. h files - see the notes at the end of the previous tutorial (If you try that and it works, please send me a note so I can mention it here). However I did not use any DynamicSDMCActors in this project, so you should be able to make it this demo work on OSX/Linux by deleting the DynamicSDMCActor. In UE 4.26 this project will probably only work on Windows due to the inclusion of the DynamicSDMCActor class in the RuntimeGeometryUtils plugin. I did not include this in the same repository as my previous tutorials because there are ~100mb of binary files. The project for this tutorial is on Github in UnrealProceduralMeshesDemo repository (MIT License). You can install the Preview binaries from the Epic Games Launcher. In particular, this tutorial code and content is not part of Unreal Engine, and it isn’t supported by Epic Games.) Getting and Running the Sample Projectīefore we begin, this tutorial is for UE 4.26, currently in Preview release (Preview 7 at time of writing). However, is his personal website and this article represents his personal thoughts and opinions. (Mandatory Disclaimer: your author, Ryan Schmidt, is an employee of Epic Games. But they are applied without UV maps, so that’s kinda procedural! And I threw in a little Niagara particle system at the end, to spice up your escape from the Asteroid. The textures are not procedural, I made them in Quixel Mixer. All the geometry is built up by combining simple primitives, doing operations like Booleans and mesh-wrapping and applying displacement noise, and there is even a simple all-in-Blueprints scattering system for placing rocks on the asteroids. But the result is that the small level you see on the right is 100% generated by Blueprints - there is not a single static mesh in this project. I’m not sure this approach is the best way to do it, and it has some serious pitfalls. So, in this tutorial I’m going to show you one way to implement a more effective procedural mesh generation system in Blueprints. Making an Actor for each of those small meshes would be…painful. These systems tend to involve lots of small meshes. Say you want to do something like use an L-System to create plants, or buildings, or whatever. Here’s the problem though: Actors are expensive. And since ADynamicMeshBaseActor exposed Blueprint functions for things like mesh generators, Mesh Booleans with another ADynamicMeshBaseActor, and so on, one could imagine building up a procedural system where you generate Actors and combine them to build up complex geometry. An obvious thing that you might want to use this machinery for is to do procedural geometry generation, either in-Editor or in-Game. In my previous tutorial, I showed you how to do runtime mesh manipulation in Unreal Engine 4.26 using various components ( UStaticMeshComponent, UProceduralMeshComponent, and USimpleDynamicMeshComponent) by way of the GeometryProcessing plugin’s mesh editing capabilities and a sort of “wrapper” Actor called ADynamicMeshBaseActor.
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