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. If (!generated_class_path_ptr.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. Compare generated assets classes with the found derived classes.įString generated_class_path_ptr = (TEXT("GeneratedClass")) TArray base_class_names Īsset_registry_module.Get().GetDerivedClassNames(base_class_names, excluded_class_names, subclass_names) į(FTopLevelAssetPath(UBlueprint::StaticClass()->GetClassPathName())) Īsset_registry_module.Get().GetAssets(filter, thing_data) Get all of the subclasses (including blueprint generated) of AThingActor.įName thing_class_name = AThingActor::StaticClass()->GetFName() FAssetRegistryModule& asset_registry_module = FModuleManager::LoadModuleChecked("AssetRegistry") Once I’ve found the asset that is ABlueprintThing, I want to find out the value of foo of that asset. ![]() Then I compare the generated class of the blueprint assets to the derived classes to determine which asset is ABlueprintThing. (I’m not really sure what derived classes are or how they’re found as they seem significantly different to subclasses.)Īfter getting those I get all the UBlueprint assets in my project as ABlueprintThing is a blueprint. Here in this section I’m getting the derived classes of AThingActor, which will give me the names of all blueprints that inherit from it, so it should give me the name of the class of ABlueprintThing. I want to tell the user all of the blueprint assets I have in my project that inherit from AThing, and to do so I want to tell them the property foo of each asset. I have created a blueprint child of AThingActor called ABlueprintThing This AThingActor has the custom FString property foo. So I have a c++ defined class: AThingActor which is a child of AActor.
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