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@candafilm
@candafilm 2 күн бұрын
Thank you! I was struggling quite a bit trying to figure this out and this helped a ton!
@hawkintelligence
@hawkintelligence 7 күн бұрын
This tutorial is really bad. :D. No info on plugins needed. No hot key button notices for what you are pushing. Not really user friendly. :D
@d0ha.k
@d0ha.k 10 күн бұрын
I am working on 5.3 and I had issue when it reaches the intersection node. so what I did is that I added the Copy Point into the primary source of the intersection node and the spline sampler into the Source 1 of the intersection node. then activate the unbounded in the Spline Sampler node's settings
@thomasquintero9247
@thomasquintero9247 11 күн бұрын
Great Tutorial! Question: The "Grid Center Position" option is gone from the Create Points Grid node in UE 5.4. Do you know where did it go?
@LyriaStudio
@LyriaStudio 16 күн бұрын
Sound to low °.°
@MichaelRoyalty
@MichaelRoyalty 7 күн бұрын
Sorry about that, I've got better sound balancing in my later videos.
@mattseaton5832
@mattseaton5832 Ай бұрын
You only got 30 fps? Did you use mesh instancing?
@MichaelRoyalty
@MichaelRoyalty 7 күн бұрын
Yep, all instanced. I think I was running into some issues with nanite? I haven't loaded up this project in 5.5 to see if things are improved. If nothing else, in 5.5 I could spawn these entirely through the GPU in 5.5.. but 5.5 has additional support for making buildings, so it makes more sense to recreate much of this system from scratch, using those updated systems.
@Ken-us3xf
@Ken-us3xf Ай бұрын
Awesome tutorial, thank you for the update! Quick question. I want to be able to randomize the "Distance Increment" within a min/max range for the meshes spawned along a spline. How would you go about setting this up? I believe it would start with setting up variables within the spline blueprint. Then sourcing them into the PCG graph, but I'm not sure how to plug them into the Spline Sampler's "Distance Incremet" attribute vale. Or is there an easier way to do this? I'm essentially trying to create a spline to spawn vehicle meshes along at random distances but also so they don't intersect with one another.
@yanshuo9915
@yanshuo9915 Ай бұрын
thank you this is super helpful! i am a landscape designer, and just wondering whether PCG can be generated by Materials of imported land form geometry? For instance I have several surfaces imported from Rhino with different materials (lawn, woodland, marsh etc). And hope to generate plants by materials. Also, is this possible to remove some portion of the plants (manually), so I can do more detailed planting manually? Thank you!
@yanshuo9915
@yanshuo9915 Ай бұрын
thank you this is super helpful! i am a landscape designer, and just wondering after the PCG process, is this possible to remove some portion of the plants (manually), so I can do more detailed planting manually? e.g. there is a path through the wildflowers, and hope to plant more detailed species on the side of the path. Thank you!
@LazerPotatoe
@LazerPotatoe Ай бұрын
FYI - your playlist is in the wrong order
@MichaelRoyalty
@MichaelRoyalty 7 күн бұрын
Thanks! I just ran into this issue on someone else's playlist, I hadn't realized I'd done the same thing.
@mathysvandermerwe6094
@mathysvandermerwe6094 2 ай бұрын
On 5.4.x for the Point Filter, rather than setting the Type to String, set it to Soft Object Path and then select the relevant Physics Material. For some reason I couldn't get the string to work properly. It was just passing everything through. The Soft Object worked fine. I also changed the operator to "Matches"
@evilnescu
@evilnescu Ай бұрын
Amazing, thank you! This is the best way to do it in UE 5.4 Also, to add something jolly, if you're using landscape points, there's no need for a World Hit Query, you can check "Get physical material" directly in the Get Landscape Data node
@grantstaley8650
@grantstaley8650 2 ай бұрын
Did you ever figure out how to do this without using pcg.flushcache?
@HaloDude557
@HaloDude557 2 ай бұрын
Is there an alternative to sampling a lot of points because on large levels this causes out of memory errors.
@indira4435
@indira4435 2 ай бұрын
I'm so excited to try this out! Thank you!
@indira4435
@indira4435 2 ай бұрын
okay - tried it on 5.4 - can't get the models to show up at the 7:37 mark :( I know input > landscape data changed to just landscape data and you can check off the height... and some nodes are different colors / in slightly different categories, but i was able to find the same things roughly. Let me know if you're open to discussing this! Otherwise - beautiful tutorial and I'll check out your other work
@indira4435
@indira4435 2 ай бұрын
omg it was just the spline !! haha okay im gonna keep trying. disregard this for now. im having fun w this tho :3
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
Great! Be careful when using blueprint nodes like the one I demo here -- I didn't understand all the nuances of working with point data, so I probably do it a little wrong, which can lead to strange errors and crashes.
@Medwedius
@Medwedius 3 ай бұрын
Unfortunately, without cement between the bricks, the wall will fall apart quite quickly. 😀 Good tutorial, bro.
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
I'm a programmer, not an architect! I've been dabbling with 5.5 -- Between better dynamic mesh support and grammar, it's got some great options that'll make things like this a lot more natural and easier to pull off.
@volkanzeyrek3844
@volkanzeyrek3844 3 ай бұрын
Using pixel based biome map was something I was always looking for in UE. Thanks to you I will be able to use it. I hope you keep making videos like this. I think I can make cities, roads and more using this method.😇
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
You may want to look at the biome examples, and look up some tutorials other people have made on them -- they've gone a lot further than this!
@davesturchcgi
@davesturchcgi 3 ай бұрын
Not sure what has changed with 5.4 but it doesn't seem to work.
@PeterLeban
@PeterLeban 3 ай бұрын
Thank you so much!
@fireandthrones
@fireandthrones 3 ай бұрын
do anyone know how to make a procedural brick wall in play mode, like a sandbox mode?
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
Can you clarify? Do you want to draw a spline in play mode, and have the brick wall create along it?
@olarenders9202
@olarenders9202 3 ай бұрын
thanks for this man! I will definitely go through all your PCG videos! It´s such a powerful tool, but not so many good tutorials out there for now
@Josh_Alfaro
@Josh_Alfaro 3 ай бұрын
Would love to see a tutorial on using level instances as PCG Assets and filtering/ 16:59 randomizing points
@MichelleBrodeur-n3o
@MichelleBrodeur-n3o 3 ай бұрын
Where did you get your pcg_tree meshes...
@danielmiller2462
@danielmiller2462 3 ай бұрын
I am not sure what I am doing wrong, but I keep getting a warning error on the initial Point Filter node connected to Landscape Height. Can anyone help? Much appreciated!
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
Can you tell me what the warning says and what version you're using?
@Mr.Keygar
@Mr.Keygar 3 ай бұрын
Esto no esta en la 5.2 no veo el PCG
@veith3dclub
@veith3dclub 4 ай бұрын
i love you thank you! amazing tutor style, quick and fast... great job Michael!!!
@jorricktv9550
@jorricktv9550 4 ай бұрын
hey.. i have a wierd question, regarding pcg .... say you have a pcg set up for your map, and create a massive open world. When you export the project, or launch the finished game. Is every tree saved as actor, or is the pcg graph saved and the actors placed on runtime (somewhat like a seed)
@MichaelRoyalty
@MichaelRoyalty 2 ай бұрын
I'd approach it from spawning them in when the player gets close, and despawning them when the player leaves. But you can also use world partition in addition to the hierarchical generation features in later versions of PCG to smoothly load in objects as players get close to them.
@FeatureBugEntertainment
@FeatureBugEntertainment 4 ай бұрын
Thank you! The "Get Height Only" checkbox in 5.4 was making "Normal To Density" not work in my project, and you set me on the right path!
@andresca1985
@andresca1985 4 ай бұрын
i cant see the node input landscape at start, no show more nodes in input, why? i am using 5.4
@UAKrogan
@UAKrogan 4 ай бұрын
Him thx for great tutorial. Question - it is possible to place PCG actor runtime? For example mark some territory and place square PCG actor like a field?
@Theonojutsu
@Theonojutsu 4 ай бұрын
Thanks a lot for this amazing tutorial ! I have a question: Is it possible to get points inside the chosen mesh and not only on surface (I'm trying to carve voxels inside the mesh) ? If yes could you give me a logic to how doing that. Thanks a lot again!
@FootPrint.Studio
@FootPrint.Studio 4 ай бұрын
When you want to make sure an overlap check happens when you spawn inside an actor, you can turn on "Generate Overlap Events During Level Streaming," in the actors class defaults.
@FootPrint.Studio
@FootPrint.Studio 4 ай бұрын
If you want to make a more in-depth harvesting or resource gathering system, which would also have better performance. Instead of spawning an actor when you interact with the static mesh, you can set the Component class of the static mesh spawner in PCG to a Foliage Instanced Static Mesh Component(FISMC), which can then handle all that. The FISMC can have all the functions you'd normally put on a Blueprint Actor, and so you don't need to spawn anything, you'd just need to add a map into your functions to make sure you are tracking the right instanced mesh by index.
@SmartMoneyRyan
@SmartMoneyRyan 5 ай бұрын
any idea what resolution the image should be? ta make it clear and high res?
@Niberspace
@Niberspace 5 ай бұрын
Can you please make a video explaning the "You can export GPU particles back to BP" part?
@Niberspace
@Niberspace 5 ай бұрын
performance wise, is this exactly like a HISMC? or just the same as dropping a ton of static meshes into the scene?
@Romain_Derelicts
@Romain_Derelicts 5 ай бұрын
Thank you for this awesome and clear tutorial, Michael! That's the only one covering rivers/lakes with PCG. For people using UE 5.3 or UE 5.4, the trick to have the meshes covering the whole river will not work. To fix it, you need to tick the "Unbounded" box on the "Spline Sample" node. :)
@SmartMoneyRyan
@SmartMoneyRyan 5 ай бұрын
my submenu has nothing called PCG lol step 1 stuck, goign to be tough i guess lol
@MarioCola
@MarioCola 5 ай бұрын
But how to sample a single point from a landscape without custom blueprints?
@tigerija
@tigerija 5 ай бұрын
This is awesome man. I am dabbling into destruction as well. Very much interested into PCG-Niagara. Keep em coming! Learning is life!
@BubuRuzu
@BubuRuzu 5 ай бұрын
But where do you get those attribute names from?
@sarpozsk1016
@sarpozsk1016 6 ай бұрын
Hi! Great tutorial thank you. I have a question have you ever used steepness instead of position? I couldn't figure out how to make it work
@888marcinb
@888marcinb 6 ай бұрын
I came here to see how was the thing on the thumbnail done... and got dissapointed cuz it was fake
@oznfts5649
@oznfts5649 6 ай бұрын
i like your tips and tutorials all time Michael :)
@MUBEENAHAMEDKABIRRIBAYEE
@MUBEENAHAMEDKABIRRIBAYEE 6 ай бұрын
0:38 69 unsaved files... a man of culture I see
@zeon3d755
@zeon3d755 6 ай бұрын
Nice! Maybe show how to spawn trees and rocks on a spherical world using PCG?
@DavidWilliams-sv6ze
@DavidWilliams-sv6ze 6 ай бұрын
I'm trying to use this in 5.4 on static meshes instead of a landscape. I've got my World Ray Hit Query and my Surface Sampler plugged in. It's showing me all the physical materials in the volume like yours does but when I use the point/attribute filter node like you have (it seems in 5.4 if you drag out a point filter it defaults to an attribute filter), and put a transform points on after, it does not filter out the other physical materials. I am definitely inspecting the transform points node. It even says the same number of points are being sampled. Any help would be massively appreciated! Could really use this technique on this project.
@treehousebandit
@treehousebandit 5 ай бұрын
In 5.4 they created more detailed groups so instead of STRING choose Soft Obj Path and it will allow you to go and select the PM.
@davidwilliams3394
@davidwilliams3394 5 ай бұрын
​@@treehousebandit Amazing thanks!
@FB87291
@FB87291 7 ай бұрын
Hold up, why do we need to write all this code? Surely PCG can respawn things for you? (like procedural foilage)
@ABentPaperclip
@ABentPaperclip 7 ай бұрын
It's actually easier than this in 5.4.1, you just Get Landscape Data and check the box for 'Get Physical Material'. no need to raycast at all.
@tylercottington1461
@tylercottington1461 7 ай бұрын
This is a really great tutorial and one of the only ones I've found that tackle how to use PCGs with auto landscapes. I do have a question regarding the physical materials logic. In my case, I have 4 textures that are all being used as an auto material(Layer "Auto" in layer blend). I have them as snow, stone, dirt, and grass. Grass uses the same logic as my stone but with slightly different blend bias/sharpness(they both use the world align blend logic used for your sandstone). However, when using the same logic for physical materials, I get PM_dirt instead of grass and when testing the blend between stone and snow, I get grass. Where did I go wrong?
@hyunseungkim538
@hyunseungkim538 7 ай бұрын
Great tutorials, I wish you can do some explanation on separate video for PCGDataCollection in general. It would be really helpful to see in details, but still this gives a good direction to learn in depth! Thanks for sharing!