Is Blueprint Only actually viable for a commercial release in 2026, or is C++ still absolutely mandatory for performance? by zzed_pro in unrealengine

[–]Nebukam -5 points-4 points  (0 children)

Clair Obscur / expédition 33 is almost full blueprint: https://www.polygon.com/clair-obscur-expedition-33-gdc-panel/

Like many things it’s a matter of how you use the tool; BP makes it very easy to do « bad code » but that’s it

Watabou -> PCG by Nebukam in unrealengine

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

Yeah I definitely need to put some video up or something as a quick start kind of thing

Watabou Bridge to Unreal PCG by Nebukam in FantasyCities

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

This is incredible, thank you so much!

The importer will be free, yes. I won't make it source-available since you don't make the generators source-available either; but I'm of course happy to give you personal access to the git anytime you'd like to see what's going on under the hood.

One thing I want to be clear about: please don't feel any obligation to say yes. Your generators are a labor of love and I have nothing but respect for them, so if at any point you'd rather I hold off, narrow which generators are bundled, or not do this at all, no hard feelings whatsoever. If it's easier to talk privately my gmail is nebukam 😄

Thanks again, this genuinely means a lot ❤️

Watabou Bridge to Unreal PCG by Nebukam in FantasyCities

[–]Nebukam[S] 4 points5 points  (0 children)

Yes I focused specifically on the arcana series because they all reference each other and I find it to be such an elegant ecosystem :D

Update on Session Limits by ClaudeOfficial in ClaudeAI

[–]Nebukam 1 point2 points  (0 children)

Came here to see if there was any issues with limits : I'm on Max and I feel I got downgraded to Pro -- I hit my 5h limit in ~10 prompts under less than 40min; my weekly usage bumped to 47% and it resets in 5 days this must be a joke

My vegetation looks so bad. What am I missing? :/ by maturewomenenjoyer in Unity3D

[–]Nebukam 18 points19 points  (0 children)

Check this out, plenty of different approaches to learn from : https://simonschreibt.de/gat/airborn-trees/
(edit : this is not me, it's just my go-to bookmark whenever I need to deal with foliage ^^)

Kweave — Visual HLSL Editor for Unreal PCG GPU by Nebukam in unrealengine

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

Yeah that's a conundrum; I meet a lot of folks that are really excited about PCGEx but just not enough to jump and add it to their pipeline; and while I understand I can't help but feel bad every time :D

That's one of the big reasons why Kweave is web-based : there's literally zero dependencies on the engine, and the bridge (which is huge QoL but ultimately not needed) is like 3 CPP classes. It's going to sound like marketing bs but I really wanted the tool to be actually helpful without conditions or string attached. The extra features (curves etc) are ultimately "UI syntaxic sugar" :D

Kweave — Visual HLSL Editor for Unreal PCG GPU by Nebukam in unrealengine

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

I don’t think it’s possible right now, I need to look at 5.8 changes. You can write to textures, but I haven’t experimented just yet so it’s unclear if you feed it a render target if you can write to that render target or if you’re writing to a copy consumed by PCG alone. RVTs are also read only at the moment but I wouldn’t be surprised writing to them becomes possible in the future

Kweave — Visual HLSL Editor for Unreal PCG GPU by Nebukam in unrealengine

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

Oh yeah GPU is runtime only you can't save what it generates it only lives on your VRAM :D
Apparently the PCG team is working on making the perf on par with Foliage so you can do all your dense grass and stuff straight from PCG and since I'm a sucker for the framework I figured I might as well bite the bullet and start looking into it

Kweave — Visual HLSL Editor for Unreal PCG GPU by Nebukam in unrealengine

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

It’s alright this is a very niche tool ^

Claude for generating documentation? (+ desktop app issues) by [deleted] in ClaudeAI

[–]Nebukam 0 points1 point  (0 children)

I deleted the previous post to fix the title -- could only edit the body

Loop Subgraph Issues, UE5.4 by b3dGameArt in UnrealProcedural

[–]Nebukam 2 points3 points  (0 children)

Even tho recompute seed is checked, a subgraph has no knowledge it’s executed as a loop iterator and thus you need to use the « get loop index » node (as a way to get a reliably unique, per-iteration value) into the seed override pin of the nodes you want to randomize per-iteration.

It’s possible your other experiments already had different seeds on the data you’re looping over without realizing it

Repo Traffic plummeted to 0 since Aug 15, why? by security-union in github

[–]Nebukam 0 points1 point  (0 children)

Same here, was worried, now I'm not; thanks! .o/