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Procedural Content Generation with Unreal Engine 5

You're reading from   Procedural Content Generation with Unreal Engine 5 Harness the PCG framework to take your environment design and art skills to the next level

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Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781801074469
Length 488 pages
Edition 1st Edition
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Author (1):
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Paul Martin Eliasz Paul Martin Eliasz
Author Profile Icon Paul Martin Eliasz
Paul Martin Eliasz
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Table of Contents (17) Chapters Close

Preface 1. Part 1: The Fundamentals of Procedural Content Generation
2. Chapter 1: Introducing Procedural Content Generation FREE CHAPTER 3. Chapter 2: Let’s Create Our First Forest! 4. Chapter 3: Building Blueprints with PCG Component 5. Chapter 4: Developing and Optimizing the Procedural Content Generation Tool 6. Part 2: Harnessing the Power of PCG in Unreal Engine 5
7. Chapter 5: Building Spline Controllers with PCG Graph 8. Chapter 6: Building a PCG Graph with Landscape Materials 9. Chapter 7: Let’s Build a Building Using the PCG Spline Controller 10. Chapter 8: Building Biomes: Mastering PCG for Rich Environments 11. Chapter 9: Creating Dynamic Animated Crowds with PCG 12. Part 3: Mastering Optimization and Elevating Your PCG Environments
13. Chapter 10: Exploring Optimization, Debugging, and Performance Tools 14. Chapter 11: Cheat Sheets, Extra Tips, and Shortcuts 15. Index 16. Other Books You May Enjoy

Working with Mixamo characters

As we go along through this chapter, we’ll be using the Mixamo characters that I have prepared for this exercise. You can also find more characters with animations at https://www.mixamo.com/#.

We will look at the Mixamo characters and examine each one, along with their animations.

Navigate to the Mixamo folder and, here, you will find folders for Male and Female, which have the animations and models for each character (see Figure 9.1). As you might have guessed, there are two characters: one male and one female. We will only use two characters for this exercise and we will create a Character Blueprint, which we will assign inside the PCG graph.

Figure 9.1 – List of Mixamo skeletal meshes with the animations

Figure 9.1 – List of Mixamo skeletal meshes with the animations

This concludes the section. In the next section, we will get into creating an actor blueprint for each character, and I will show you how to create the AI that will be suitable for each of these characters...

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