Adrien Logut (@amathlog) 's Twitter Profile
Adrien Logut

@amathlog

Software Developer @ Epic Games
My opinions are my own (ofc)

ID: 1475777906

calendar_today01-06-2013 21:55:13

134 Tweet

799 Followers

92 Following

Jessica Plowman (she/her) (@designjunkie010) 's Twitter Profile Photo

Before moving to bluer skies, I want to share new Unreal Engine Docs: PCG has now been expanded with Shape Grammar! Learn about this powerful procedural feature and learn to create your own Fence Generator #gamedev #IndieGameDev dev.epicgames.com/documentation/… dev.epicgames.com/documentation/…

Adrien Logut (@amathlog) 's Twitter Profile Photo

#UE5 #PCG tip of the day! Differences can be stacked, to allow for more complex shapes! For example, I can use this graph to exclude points inside a volume, but not inside the closed spline! (And I discovered an unwanted (but harmless) warning too hehe)

#UE5 #PCG tip of the day! Differences can be stacked, to allow for more complex shapes! For example, I can use this graph to exclude points inside a volume, but not inside the closed spline! (And I discovered an unwanted (but harmless) warning too hehe)
Adrien Logut (@amathlog) 's Twitter Profile Photo

#UE5 #PCG Another tip of the day! If you have another system that generates a list of positions and you want to import it in PCG and convert it to points, you can do it like this! I have a simple BP that generate random positions and a PCG that spawn cube at those locations.

#UE5 #PCG Another tip of the day! If you have another system that generates a list of positions and you want to import it in PCG and convert it to points, you can do it like this! I have a simple BP that generate random positions and a PCG that spawn cube at those locations.
Adrien Logut (@amathlog) 's Twitter Profile Photo

#UETips #PCG For materials, it is a little more involving to override them. On the Static Mesh Spawner you can specify multiple material overrides, one per material slot on your mesh. In this example, I select randomly materials for the leaves (Slot 0) and trunk (Slot 1) 🌈

#UETips #PCG For materials, it is a little more involving to override them. On the Static Mesh Spawner you can specify multiple material overrides, one per material slot on your mesh. In this example, I select randomly materials for the leaves (Slot 0) and trunk (Slot 1) 🌈
Unreal Engine (@unrealengine) 's Twitter Profile Photo

Visit space with the Cassini Sample Project, now available for download 🚀 Explore the latest UE5 Procedural Content Generation features: epic.gm/cassini-sample…

Adrien Logut (@amathlog) 's Twitter Profile Photo

Happy new year to all! New #UE5 #PCG tip of the day! You can send data from PCG to the material for each instance. For example I can read $Color.RGB on each point and send it to my custom "ColorMaterial". Static attributes (with $) only work in 5.5, but dynamic attributes is OK.

Happy new year to all! New #UE5 #PCG tip of the day! You can send data from PCG to the material for each instance. For example I can read $Color.RGB on each point and send it to my custom "ColorMaterial". Static attributes (with $) only work in 5.5, but dynamic attributes is OK.
Adrien Logut (@amathlog) 's Twitter Profile Photo

I'll be in an office hour live Q&A with Julien L'Heureux tomorrow at 3PM EST, organized by "Epic for Indies"! If you are in an indie studio and have questions about PCG, come see us :) forums.unrealengine.com/t/epic-office-…

EverythingProcedural (@everythingproc) 's Twitter Profile Photo

Join Adrien (Adrien Logut) at #EPC2025 for a fresh take on the classic game Snake—reinvented with a PCG twist in Unreal Engine 5.5! Check out more information on tickets and the conference at everythingprocedural.com #everythingproc #ProcGen #UnrealEngine5 #GameDev

Adrien Logut (@amathlog) 's Twitter Profile Photo

I made a small post for asking your opinion on music on the videos! It's on YouTube to avoid scattering the poll across multiple platforms youtube.com/post/UgkxkzCW5…