
Procedural Mesh Blueprint V2 – Unreal Engine
Version 2 is live! Update notes:
Removed “Invert Child Meshes” option as it was a choppy solution to generate PCG on sides and implemented “Vertical Mesh Amount” so you can now generate additional separate child meshes along the XY axis of parent meshes for cases like ivy, vines, and roots on a parent mesh.
Updated blueprint and PCG graph have been saved as “v2” so it shouldn’t overwrite the previous version if you purchased it before the update.
Hovering mouse over parameters now have short descriptions
Grabbing latest update won’t override previous version if you purchased before the update. Saved as a “v2″ blueprint.
Hello! This is a blueprint where environment artists can dynamically drag/drop static meshes and generate child meshes like overgrown moss, grass, etc on a parent mesh using PCG. With the blueprint’s design of ”artist friendly” ease of use, you won’t have to worry about manually placing or painting foliage on rocks in your scene!
Features:
Dynamically swapping out a parent mesh by dragging/dropping
Add/remove and dynamically swapping out child mesh arrays generating on parent mesh
Parameters controlling PCG generated child mesh falloff amount and pruning
Toggles of absolute scaling child mesh and inverting them on parent mesh
Break PCG link and separate parent and child meshes with associated materials for conversing to static meshes.
Disclaimer:
Plugins “PCG” and “PCGGeometryScriptInterop” must be checked on for this Blueprint (how-to in Blueprint Guide doc)
If child mesh PCG isn’t functioning right away, don’t worry! Just need to reconnect it – this is a one time reconnect, it’ll always work going forward (link to 1 minute clip of how to reconnect in Blueprint Guide)
File download size is nearly 1.8GB due to sample meshes and associated textures. They are not part of the actual blueprint other than placeholder visual representation of it’s capabilities. Feel free to delete the placeholders once you swap in your assets.
Features:
Dynamically swap out a parent mesh and the child mesh that generate on the parent mesh using PCG
Parameters to control falloff, pruning, absolute scale, and invert direction of child mesh that generate on parent mesh
Child mesh generate via PCG – can be edited to add/remove and dynamically swap meshes
Breaking PCG link allows parent and child mesh to separate to be converted to static meshes
Number of Blueprints: 1
Input: Mouse and Keyboard
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Mac: Yes
Supported Unreal Engine Versions: 5.4 – 5.5
Important/Additional Notes:
Plugins “PCG” and “PCGGeometryScriptInterop” must be checked on for this Blueprint (how-to in Blueprint Guide doc)
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