in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
New video coming Sunday: Better interiors with more interesting shapes, more proper doors, and proper density separation per room / area. This one took a lot of effort and probably is the most complex thing I've had to figure out so far. So hopefully you guys like it. 😅
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Tomorrow is the monthly dev log update, but the following week I'll be showing you guys how to get the walls to automatically scale to the size you want so you can pipe in any sized wall and have it automatically work. 😊
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There are so many improvements with PCG in 5.4 that my building series seems so outdated and unnecessarily over complicated. Would you guys be interested in an updated building series that's considerably simpler and better?
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As some of you have asked for a tool with spline controls, I have created a little tool that'll allow you to not only reset your BP with a spline to what it was originally, but actually select any BP in the content browser with a spline and have them update to that shape. Which means you can create preset BPs with splines and then set any BP with a spline to be those shapes with one click. I posted a small demo in the discord in the general channel if anyone wants an early demo. :)
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In just over a year since the start of the channel we have passed 5000 subscribers. Thank you all for all the support! I'll continue trying my best to grow and improve the videos I make to you all! Thank you all again! ❤️
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Would you guys be interested in seeing how to create tools / macros directly inside Unreal where you can automate your workflow with a single button press? If so, what are some things you wish you could automate with a button press?
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Some of you have asked if it's possible to have the PCG biomes on top of just normal geometry. I might have found a way. But with this it still does require you to have the landscape below, but if you don't want to spawn anything there then you can just remove it. :)
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I think I wrapped my head around the loop system combined with the data assets in 5.4 well enough that I should be able to explain to everyone in the next video. It's so different than regular blueprint loops.
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UE 5.4 has finally introduced a way to setup arrays of meshes for easy swapping and easy control of the total length of the array, instead of having those meshes being hard coded in. Would you guys be interested in a tutorial for it?
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Creating Tutorials, Procedural Tools, and Being a Hardworking Lazy Person in all things Unreal and Games