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Procedural Instance Spawner

Create rich and detailed nature through procedural spawning of instanced static meshes. Generate at runtime or in editor.

​セール$109.99
$76.99サインインして購入
  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    5.1 - 5.3
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。

The Procedural Instance Spawner by InfinaWorks is made to enrich game environments through procedural spawning.

The spawner utilizes background threads to minimize performance impact and is fully deterministic.


Environment showcase video https://www.youtube.com/watch?v=fgqv0I9QYVU

Video tutorial - Get started using the plugin https://www.youtube.com/watch?v=qmq-x-SIxfY


テクニカルノート

Features:

  • Runtime spawning
  • Utilizes background threads
  • Hierarchical synchronization enabling complex worlds
  • Support for Large World Coordinates
  • Accurate collision and proximity tests
  • Filter spawning by object types to spawn on, object types to spawn under and object types that blocks spawning
  • Center spawning around active camera, world location or a specified actor
  • Advanced settings for rotation, scaling and height offset of spawned instances
  • Settings for spawn filtering includes: Height interval, Slope intervals, Collision checks, Sphere traces, Object Proximity, Cluster filtering and filtering by Surface Type/Landscape Layer
  • Presets to immediately get going
  • Settings that allow for fine tweaking
  • Prepared for adding of custom spawn point filtering and/or function for finding spawn points

 

Code Modules:

  •  ProceduralRuntimeInstanceSpawner (Runtime)


Number of Blueprints:

7 Blueprint functions (Regenerate, Remove Spawned, Reset Removed, Remove Instance, Remove Overlapped Instances, Get Spawner Data, Load Instances From Data Structure)


Number of C++ Classes: 3

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows



For more information please check out the Documentation


Important/Additional Notes: Utilizes EditorScriptingUtilities to create new Data Assets when needed in editor.