Talks And Demos: Optimizing Pre-Production to Prevent Costly Pipelines

In this session recorded at Unreal Fest Bali, Erga Ghaniya of game developer Agate International dives into their use of Unreal Engine’s Control Rig, Procedural Content Generation (PCG), and scriptable tools.

Explore how Agate uses Control Rig to adjust animation in engine, saving time and eliminating the need for back and forth between UE and Blender. ​They showcase the benefits of building reusable modular rigs; cost-efficiencies around sourcing assets from Fab; and how layered Control Rigs make it easier to adjust animation while reducing keyframes.

Next, they demonstrate their use of PCG in a level composed predominantly of static mesh actors—rather than landscape. They reveal how the PCG system can be leveraged to create more flexible foliage tools, and how it’s possible to use vertex color to control PCG and material shaders at same time.

Lastly, Erga explains how Agate uses custom tools that can cut precious seconds from tedious tasks, which eventually accumulate to hun

https://dev.epicgames.com/community/learning/talks-and-demos/Yowb/unreal-engine-optimizing-pre-production-to-prevent-costly-pipelines