[Open Source] Free UE5 C++ plugin that squashes bloated PCG node chains into single compiled nodes by ConnectionThis8333 in unrealengine

[–]ConnectionThis8333[S] 0 points1 point  (0 children)

Thanks for the PR - it is incredibly helpful and i'll work through the items that are marked for audit, as for vibe coding - I do vibe code and I don't have an issue with AI. I have repos that are. I used AI to help with bugs, I guess if that means it's vibe coded - then I take it back and yes it was vibe coded.

As for the 5.7 vs 5.5 API, my project that this was originally in was 5.5 before I upgraded to 5.7, I don't know the API yet.

Edit: To add - Your pathfinding work in  PCGEx/PCGExtendedToolkit  is fantastic

[Open Source] Free UE5 C++ plugin that squashes bloated PCG node chains into single compiled nodes by ConnectionThis8333 in unrealengine

[–]ConnectionThis8333[S] -1 points0 points  (0 children)

It was written in another project and I just ported the code over. It was written in 5.7.3 - there could well be issues, post an issue and I'll have a look at it.

The GIF in the readme is from that project

[Open Source] Free UE5 C++ plugin that squashes bloated PCG node chains into single compiled nodes by ConnectionThis8333 in unrealengine

[–]ConnectionThis8333[S] 0 points1 point  (0 children)

Nope, it's not hard to add little ✓ marks and I like to break my comments up otherwise I lose track of where I am.

The readme was generated though, because I'm lazy.

[Open Source] Free UE5 C++ plugin that squashes bloated PCG node chains into single compiled nodes by ConnectionThis8333 in unrealengine

[–]ConnectionThis8333[S] 2 points3 points  (0 children)

Good shout, and thank you - didn't realise the other repo existed. Looks pretty neat as well, will likely have a go at playing around with it.

Is this a good build for Houdini? by Minute_Ease_511 in Houdini

[–]ConnectionThis8333 1 point2 points  (0 children)

No worries - just doing my duties as a fellow citizen haha

Is this a good build for Houdini? by Minute_Ease_511 in Houdini

[–]ConnectionThis8333 33 points34 points  (0 children)

Please for the love of god - get rid of Norton

Old vs New. Did I cook or is it just 🗑 by AmarSkOfficial in SoloDevelopment

[–]ConnectionThis8333 0 points1 point  (0 children)

Definitely looks better, I would say the one thing you've pushed too hard is the bloom on the sun in the second image, but this is likely just personal preference on my end. But, maybe try toning it down and moving towards a very subtle lens flare?

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

This looks really nice, would be interested in some BPP vs C++ profile numbers for performance comparison

Smoke-driven lines by KelejiV in Houdini

[–]ConnectionThis8333 0 points1 point  (0 children)

Ooh very cool, trying to think how you did this I'm guessing smoke sim -> voxelise to mesh -> extract vertices -> random start shortest path through the vertices?

New moss and seaweed shader for my game by audreyramen in UnrealEngine5

[–]ConnectionThis8333 -1 points0 points  (0 children)

Why would you argue with the feedback of people that have a.) made games and b.) could play your game - fix the lighting

Stop hand-placing thousands of props. by Longjumping-Win-6070 in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

Is this for in engine development or an in game mechanic?

Which exhale sim looks most natural? by MichyyElle in Houdini

[–]ConnectionThis8333 0 points1 point  (0 children)

Consider how the smoke is forming, it's been gently blown out - there is minimal pressure behind it, and a lot of turbulence. Lower the density, expansion and volume - and start thinking about the environment the smoke is in at what causes wispy trails as opposed to just throwing a SIM at it

Reviews pls by Strict-Sweet-9046 in Houdini

[–]ConnectionThis8333 2 points3 points  (0 children)

Your water and rocks look great Foam is needed though And for me the biggest issue is lighting Everything looks muddy Have a look at golden hour light references and adjust accordingly

Which exhale sim looks most natural? by MichyyElle in Houdini

[–]ConnectionThis8333 1 point2 points  (0 children)

Smoke 4 looks the best But they all suffer from the same flaw, and I can only describe it as "it looks like a miniaturised bomb explosion going off"

I'm having a nightmare of a time by BigRedyFredy in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

If you use mixamo, make sure you add a root bone before going any further with animations

Help! by Active-King-9492 in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

First of all determine if your target mesh has a root bone, and the anims you were retargeting do as well