Hi! Thanks for sharing this tutorial! I don't know if that has been said already but you can get your landscape spline information in PCG by Get Spline Data > Actor Filter = All World Actors Actor Selection = By Class Actor Selection Class = Landscape
@HenryRronbertson9 ай бұрын
Thanks man! your a life saver
@DaniMarti_9 ай бұрын
No problem!! Happy to help :-) @@HenryRronbertson
@begbarros7 ай бұрын
Good approach!! Ty
@sirjofri4 ай бұрын
That's good to know
@isaacashton5772 Жыл бұрын
I love all of your devlogs and videos! I’ve been watching since your horror character modeling and i haven’t missed a single video- Keep it up and i’m excited to see your development and progress!!
@go_kitty_go_kitty_go Жыл бұрын
I have never used a single 3D program and half the time i have no idea what you are saying yet i am so invested in the journey behind this game. Your personality really shines through, and while i don’t usually play horror games, i can’t wait to play this game! Your voice is also really comforting so i listen to it when doing chores. Keep up the good work!
@BoroCG Жыл бұрын
Thank you for your support! Sometimes I get too nerdy in a random direction, and most of my audience have no idea what to do with this :)
@davesturchcgi Жыл бұрын
I literally saw this in the plugins today and wondered what it was, and then even more randomly found this video!
@literallyjeff Жыл бұрын
Thanks for showing some of those pitfalls. Will definitely save me time once I start experimenting with PCG.
@AzguardMK Жыл бұрын
Nice work... p.s. You can sample the Landscape Spline into the PCG, just TAG the spline with a name you like, then in the PCG> Sample Spline(All World Actors - by TAG) >> match the tag Name >> Into a spline sampler... and the rest is easy :)
@MrPangahas Жыл бұрын
will this method allow custom heightmaps to be generated at runtime?
@peterallely54174 ай бұрын
I’m looking forward to seeing what Epic’s slated overhaul of the landscape workflow is going to be.
@felixg206211 ай бұрын
OMG now you can create really good streets with splines where the mode changes for instance bridges and more. Haven´t heard of this plugin so thank you sooo much
@geoffrey36684 ай бұрын
Thanks you for this great video and share your knowledge! If anybody get an error with "SpawnActor" node (invalid actor), just manually regenerate the PCG and it seems to fix the problem.
@sweetjassipal29 күн бұрын
Thanks for sharing great stuffs . I am stuvk in one approach and looking forward for guidance .I have generated grass with PCG method and now looking for deformation of grass if any object is under the ground and deforming the ground on which grass is generated . Giving it a feel that something is beneath the ground . Any suggestions on how to acheive this .
@Nevetsieg5 ай бұрын
The TexturePatch component turns out to be even more useful than the CircleHeightPatch, it lets you "displace" the landscape with textures! Combine this with render targets or RVTs, I believe you can create any landscape effect you want, like dynamic bomb craters, path trails even foot prints! Thanks a lot for the exploration and inspiration!
@Nevetsieg5 ай бұрын
Uh oh, I just tested it, the component won't move when in play mode... But no matter, we have this wonderful Nanite tessellated landscape now in 5.4, so we can still make this effect in that right?
@MinusGix5 ай бұрын
@@Nevetsieg I'm not sure nanite tessellation of landscape would allow you to shift that much. Maybe if you up the displacement in the material details (to allow a bigger range), but they don't recommend a larger displacement limit than needed as it messes with culling.. but I'm not sure how much that applies to 'big modifications of landscape'.
@Nevetsieg5 ай бұрын
@@MinusGix It doesn't seem to be a hard-coded limitation for nanite displacement, but yes the culling problem is gonna be huge if displaces more than several meters. So bomb-craters: no, foot prints: yes.
@peterallely54174 ай бұрын
Can you spawn landscape brushes with PCG? Cos that would be a way to shape the landscape’s height map, rather than trying to displace a large form like a bomb crater with material displacement.
@real2late6 ай бұрын
To make the falloff you could get the first and last point and move then down slightly
@now_ever Жыл бұрын
I'm wondering if PCG system can help to make run-time destruction/deformation for landscapes, like craters in Battlefield 4/ BF1. Because, the only way I've managed to find more or less similar - is voxel plugin. But it still looks bad in comparison to Battlefield) Or other way, is to make a crater mesh, which would stuck on top of the surface, so actually the borders of it would be higher, and the hole in center would be lower than borders, but still little bit above the landscape. Like a trick, but not actual deformation. But I think, I saw similar things in BF5.
@NeBuLiSt Жыл бұрын
Awesome project, I been watching for many months now!!!! Can you do some more videos on enemy A.i programming...
@PeterBowlesify10 ай бұрын
Very cool, nice discovery!
@dj_ayen10 ай бұрын
This is very cool... Thanks for the video :)
@Baltazar00911 ай бұрын
What are thouse trees and plants you are using pls? Is it quixel or something else?
@fel35006 ай бұрын
you could use a texture and have it place a red node on the beg of the spline in the spline bp... so like.... make world texture red on spline.... then you can use that red texture in pcg to make it so you can smoother the start and end points
@Jofoyo Жыл бұрын
This seems like something that'll hopefully get a dedicated node setup for in the future, until then though it feels like just combining landmass with PCG will be the best bet.
@PotatoClipsАй бұрын
If you skip the projection, it shouldn't stack the sinking. Just add an offset so you can still see your spline.
@andresca19852 ай бұрын
hi, i cant found node spline path and how i can to put node green in input? i need tutorial, please
@GeneralNovais9 ай бұрын
Hi. Is possible to do this in runtime? For exemplo for digging or flatten a terrain?
@Ready_Fire_Aim10 ай бұрын
this is what i was lookin for but i didnt know what it was called
@real2late6 ай бұрын
Thie was super helpful! Thx
@kmtsvetanov6 ай бұрын
So... for a noob like me that started UE 5.4 3 days ago how can i make PSG like that? Can you give me your code to cook at it? My idea is to be able to create forest with random paths (path is lower than the rest) in it.
@ScupsReal Жыл бұрын
Woah, neat!
@Geminiwoods42 Жыл бұрын
well done!
@SJuK-r4b10 ай бұрын
Thank you share your good skill. Do you have any problems running Unreal Engine on your laptop? I want to use Unreal Engine on my laptop, too. What laptop are you using?
@spc_ygadaikto6244 Жыл бұрын
Hi Borodante! may by we can use new logic nodes like Branch to include this landscape BP in to main graph. Like point data---->Branch(with atribute) (A)line get points to spawn BP and add atribute to this points -->> go back to Branch (attribute trigered) (B)line go next generaton...
@the-secrettutorials7 ай бұрын
Great tutorial 👍
@tomhikon6 ай бұрын
Super cool!
@peterallely5417 Жыл бұрын
Damn, I saw a tutorial of a river spline going into a lake, where they had the gradient of point density as the spline entered the lake. Can’t remember who’s tut it was..
@astralstormgamestudios1259 Жыл бұрын
Cool,! So I could actually attach this landscape component on a house and spawn the house and flatten/even out the terrain beneath? Its something I have never found away to do.
@BoroCG Жыл бұрын
Yep, it works well for this situation
@astralstormgamestudios1259 Жыл бұрын
@@BoroCG really? I saw raise and lower, is there a flattening option? .. and PCG takes that component in count when spawning the house with the attached component?
@Madlion11 ай бұрын
U can interface with landmass and control splines directly
@karlblumstein839610 ай бұрын
nice job... thx ;)
@timlindberg383311 ай бұрын
Why not use the Apply Spline node in the blueprint?
@MichaelEmbers Жыл бұрын
Nice, there is a pcg in electric dreams that does something like this too where there is a tree fallen and create a trench. I’ve wonder if they do this too.
@Jofoyo Жыл бұрын
I don't believe so. From the PCG previews it looked more like they were just placing static meshes on top of a premade landscape, and then stacking more meshes on top.
@MichaelEmbers Жыл бұрын
I stand corrected re watched and they dont so any landscape lifting with pcg@@Jofoyo
@ThadeousM11 ай бұрын
Anyone struggling to spawn the BP Actor at end of PCG Graph: In Spawn Actor Node: Settings / No Merging
@eggZ663 Жыл бұрын
Can you use this with a texture patch? I can't seem to make that work
@IamNeighborlee5 ай бұрын
awesome ty :())
@Artem-so2ni5 ай бұрын
cool vid
@Swdgame10 ай бұрын
nice intro bro
@lolaswift1118 ай бұрын
can it be done at runtime?
@jeromepotier53695 ай бұрын
It doesn't. That's what I'm trying but I get no results so far
@dan3236096 ай бұрын
Прикольно
@Cabinet44510 ай бұрын
Radal
@adriank87929 ай бұрын
I wonder if it's even necessary to have everything procedural. Why not just generate the heightmap for the terrain and then go in and sculpt the paths yourself
@peterallely54174 ай бұрын
He explained why in the first two min of the video
@BadTunes. Жыл бұрын
"I Fell harassed walking on this" 2023 borocg😂
@tijmdevries2222 Жыл бұрын
Nice discovery! I'm testing it right now. I use a custom note to find the first and last point of a spline in PCG. This helped me making a path with complex shaped ground mesh having the start and end smoothly going into the landscape. Should also work for your usecase. Here is a video about finding the start and end point: kzbin.info/www/bejne/hGGrga2AlqelnNU
@BoroCG Жыл бұрын
Oh thanks! Should be exactly what I wanted to add
@justanopinion7029 Жыл бұрын
@@BoroCG in the plugins i dont get the pcg option required only the mesh one shows up.Advice pls
@andreiblackfish118510 ай бұрын
You look like you are a blueprint yourself
@Anime4luvv5 ай бұрын
Aye yo 😂😂😂
@unrealhabitat Жыл бұрын
Now we are talking :)
@nikwalz34292 ай бұрын
Is this Best Practice? Looks more like cheating :-D ? Is there a more complex and better solution?
@jamesmunroe6558 Жыл бұрын
It took me a while to realize you were talking about a framework within Unreal Engine. Simply adding the word "UE5's" before "PCG" in your title, or in your video description, would have made things much clearer. Thanks nonetheless for all you do.