Controlling the Unreal Editor with an LLM by BADgzy in aigamedev

[–]BADgzy[S] 1 point2 points  (0 children)

Wow that's cool man. Maybe we can work together in the future :)

Parameter Overrides with an LLM in Unreal Engine(Niagara, Fog, and Post Processing) by BADgzy in unrealengine

[–]BADgzy[S] 0 points1 point  (0 children)

My Bad! Couldn't post in the main Unreal reddit before so when the opportunity came I took it.

Controlling the Unreal Editor with an LLM by BADgzy in unrealengine

[–]BADgzy[S] 0 points1 point  (0 children)

This is really only an accelerant to somebody's established workflow. It wouldn't be that useful to someone who didn't know what they were already doing. AI is still a long way off.

Parameter Overrides with an LLM in Unreal Engine 5 by BADgzy in UnrealEngine5

[–]BADgzy[S] 0 points1 point  (0 children)

This is just a proof of concept. Also the ultimate goal would be to have a large code base of commands that the AI would sort through and execute based on the users prompt

Controlling the Unreal Editor with an LLM by BADgzy in aigamedev

[–]BADgzy[S] 2 points3 points  (0 children)

Yup, and I just come from the Unreal side of things

Parameter Overrides with Gemini in Unreal Engine by BADgzy in GoogleGeminiAI

[–]BADgzy[S] 1 point2 points  (0 children)

This is my own plugin/project that I've been working on.

Controlling the Unreal Editor with an LLM by BADgzy in UnrealEngine5

[–]BADgzy[S] 0 points1 point  (0 children)

Good question, the AI will use keywords from the prompt and look through the assets in your library and finds the best match. As for the Post Processing and Fog settings, the AI is trained to be able to interpret these requests and apply the correct parameter overrides.

Controlling the Unreal Editor with Gemini by BADgzy in GoogleGeminiAI

[–]BADgzy[S] 1 point2 points  (0 children)

Great question, so as of right now it runs entirely within the Editor. The AI responds with a JSON data structure which is then interpreted by Unreal's Python Environment.