@ScrapletUK I had it refer to the BiomeCore project. I also hooked up a bunch of examples myself, like setting up the dynamic subgraph references. Once it had examples it was able to follow them.
It helps that I know what's possible, so I can insist that the LLM build to that standard.
I've used the UE5.8 MCP to modularize my massive PCG graph with subgraph references driven by data table. I have trouble keeping large structural layouts organized, so I let Claude do that for me. Now I've built a flexible graph based on BiomeCore that handles my requirements.
@ggdev007@Slinky_Invasion Oh yeah, it cost a full week and a half of tokens. I'm on the $20/month plan. I'm sure an expert user could have dropped that number by half easily.
I regularly hit the 5 hour usage limits. I hit the weekly use limit for the last night, and I've got 3 more days before reset.
I'm sure beginners can also have it explain complex graphs, and maybe that'll be a good replacement or supplement to tutorials. I'm happy about that, even though I like making tutorials -- they're to help people learn, and the more avenues people have to learn the better!
I had to do a lot of troubleshooting and bug fixing, so this isn't a "it's going to solve everything for you!" At least not yet. It's pretty much what they said at the state of Unreal, a force multiplier for experienced users.
Lore, the new version control system Epic just released, does some fascinating stuff. Reusing fragments across projects meaning your storage needs slow down the larger your repo gets is very cool. And I guess that means LFS storage is automatically handled?
Last week we released Lore, our next-generation version control system that is open source and free to use.
To help you get started, @AWS has published an open-source Terraform module. Learn more on their blog https://t.co/DngcGAEo0X
I've done a manual bug fix and mistake fixing pass. The structure created by MCP is a lot better than my mega-graph, so I'm very pleased with the results so far. Someone not familiar with PCG would've had some trouble by this point.
I'm trying out 5.8 MCP. It already helped me simplify a heavy shader. Now I've tossed a large PCG graph at it, and I'm having it rebuild it while following the rough structure of the PCG Biome sample. Fingers crossed!
I've had to correct it a couple times as it made incorrect assumptions -- for instance, it thought that berries and mushrooms were scattered the same, when mushrooms are random but berries spawn on fixed points. Without that correction I'd have run into issues down the line.
@smart_poly@ProceduralMinds I think the $20 plan has about 250K tokens every 5 hours. I find it does well with PCG, but I think it's missing a Blueprint connector, or I can't find the plugin, because it eats up enormous amounts of tokens just to do the simplest BP work.
@Graalitoo@DanraeP@smart_poly They've built a ton of MCP hooks into pretty much every system for 5.8. So before 5.8 it would have been incredibly difficult as it would have had to decipher binaries or dense XML, but now it can do it! It can also refer to other BPs for guidance, which is great.
Kept pushing animation further with one of my favorite materials.
M_Rect_Dissolve_V6 now has a dynamic rectangular burn with varying timing across the grid, plus layered geometric patterns.
Experimented with directional dissolve control and per-rect pulsing/offset animation.
Been busy lately so new materials are tough, but I still want to keep exploring.
Material Nodes: https://t.co/7saaiFfAaL
#UE5
ใWIPใGlass Shattering Transition
Made a breaking glass transition with UE5 Post Process Material. The screen cracks and shards fly apart.
Still way too heavy and unoptimized, so itโs WIP. Been too busy to finish a polished version, but wanted to post while the idea was fresh.
Side note: UE6 has been announced with quite a few breaking changes. For now though, I'm just going to keep enjoying UE5 materials!
#UE5
It seems like playing games in another window with a gamepad will force the terminal to close and kill whatever work I'm doing. Maybe it's triggering escape or something?