Crossroad Generator For Unreal Engine 5 - PCG Integration

  Рет қаралды 11,574

Rendertale

Rendertale

Күн бұрын

Introducing the Crossroad Generator designed for Unreal Engine 5. This tool is tailored to produce realistic and dynamic procedural road infrastructures for your game or cinematic projects. With just a few clicks, you can effortlessly create a complex road system that would typically require hours of manual placement of individual assets in your scene.
In this video chapter, covers the integration of the Procedural Content Generation (PCG) framework with the Crossroad Generator for efficient level population with foliage or custom assets. The tutorial guides users through creating a PCG graph, and utilizing nodes to control the scattering of assets, showcasing the integration of high-quality assets from the Quixel Megascan Library.
The Crossroad Generator for Unreal Engine 5 is an indispensable tool. You can find it on the Unreal Marketplace. Thank you for watching, and don't forget to render your tale with us!
Tutorial Episodes:
1. Fundamentals
• Crossroad Generator Fo...
2. Spawning & Snapping
• Crossroad Generator Fo...
3. Road Building
• Crossroad Generator Fo...
4. Bridges
• Crossroad Generator Fo...
5. Power-lines
• Crossroad Generator Fo...
6. Landscape Deformations
• Crossroad Generator Fo...
7. PCG Integration
• Crossroad Generator Fo...
8. New Features V1.2
• Crossroad Generator Fo...
9. Customization
• Crossroad Generator Fo...
10. Baking & Nanite
• Crossroad Generator Fo...
Available on FAB Marketplace!
Ghost Town VOL.8 - Crossroad Generator
www.fab.com/li...
Also, check out our shop for more content!
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Пікірлер
@thhm
@thhm 10 ай бұрын
After the 7th tutorial, this is looking mighty interesting.. great work guysm, will check it out in the marketplace.:)
@Rendertale
@Rendertale 10 ай бұрын
Thank you for your feedback! We do really appreciate it!
@3darchstuffs
@3darchstuffs Жыл бұрын
HEAVENLY.
@Rendertale
@Rendertale Жыл бұрын
Thank you!
@KADstudioArchitect
@KADstudioArchitect Ай бұрын
Thank you,, thats what I was exactly looking for
@Rendertale
@Rendertale Ай бұрын
@@KADstudioArchitect Thank you for your support and feedback!
@JosephWraith
@JosephWraith Жыл бұрын
Just what I’m looking for!
@Rendertale
@Rendertale Жыл бұрын
Thank you!
@Iamgoldman
@Iamgoldman 10 ай бұрын
I appreciate this tutorial. I was just asking Procedural Minds if he would do a video about roads and crossroads.
@Rendertale
@Rendertale 10 ай бұрын
Thank you!
@TGMaiam
@TGMaiam Жыл бұрын
Each tutorials are showing new contents, this is awesome. Is there a variation of New undamaged Guardrail? It would be great if you guys post a PDF file of variations list of all assets with its number and sample image beside the variation name.
@Rendertale
@Rendertale Жыл бұрын
Hello, thank you for your feedback! Yes there is a variation of new guardrail. Also, you can override the material to make it look like brand new. Thank you for your suggestion on PDF list, we will consider to do something like that in the future.
@TGMaiam
@TGMaiam 11 ай бұрын
Guys, Can you create dead end road meshes like 2 or 3 variations? that would be really help full. (Example: rounded ended road small, medium and big)
@Rendertale
@Rendertale 11 ай бұрын
Hello, thank you for reaching out to us with your suggestion. We greatly appreciate your feedback and will definitely take note of your suggestions. We will consider implementing such features in future updates. Your support and feedback mean a lot to us. Thank you once again!
@3darchstuffs
@3darchstuffs Жыл бұрын
Can you please make tutorial on how to ad houses both sides along the road bumping everything in this video to next level? Please. And also include the option to add additional roads from spline points on existing road, as promised by you earlier.
@Rendertale
@Rendertale Жыл бұрын
Hello, thank you for your feedback and for your suggestions! We appreciate it! We are working on some new content so stay tuned!
@entrepierce2171
@entrepierce2171 2 ай бұрын
In Unreal 5.5, we have the Get Landscape Data node. I'm confused on how to set this up. When I try to use the get actor data and use the tag Intersection, it doesn't work. How should it be connected or do I need to do something else to get it working.
@Rendertale
@Rendertale 2 ай бұрын
Thank you for reaching out to us with your questions. We are currently working on an update for the Unreal Engine Editor version 5.5. Epic has introduced changes to PCG functionality and modified certain nodes, which may result in a different setup for the latest version. To ensure our product stays up-to-date, we are also preparing new video tutorials to assist you. In the meantime, we appreciate your patience and understanding. Thank you for your continued support!
@entrepierce2171
@entrepierce2171 2 ай бұрын
@Rendertale Good to know. Thanks.
@oCycleb-co1cl
@oCycleb-co1cl 8 ай бұрын
Fantastic
@Rendertale
@Rendertale 8 ай бұрын
Thank you!
@wzh-Q7A28
@wzh-Q7A28 10 ай бұрын
Hello, I encountered an issue where after adding collision to my road surface model, when I drag the blueprint into the scene, it doesn't have collision. However, when I drag the model itself into the scene, the model has collision.
@Rendertale
@Rendertale 10 ай бұрын
Hello, thank you for reaching out with your questions. Could you please, describe the issue you are having a little bit more or sent us the some screenshots or short video demonstration what does the issue looks like. Please, contact us at our support email: contact@rendertale.com
@icedstar
@icedstar 6 ай бұрын
Hello, I'm trying to get the PCG graphs that come with the pluggin working and when I try to set up the get actor data to "by tag" it doesn't work at all with the landscape or the road, when I set it "by class" and pick the road generator it works fine but just around the road, the rest of the landscape is empty and I can't figure out how I can get it to work as your example.
@Rendertale
@Rendertale 6 ай бұрын
Hello, thank you for reaching out to us with your question. It sounds like you're encountering some issues with setting up PCG graphs using the "by tag" option for actor data. Let us provide some guidance to help resolve this: 1. Verify Tags: First, make sure that the road generator and crossroads generator actors have the correct tags assigned. Double-check that the tag names in the PCG graph match exactly with those assigned to the actors in your scene. Tags are case-sensitive, so even small differences can prevent them from working as expected. 2. Check PCG Graph Configuration: Ensure that your PCG graph is properly configured to recognize multiple tags, if needed. The nodes and connections should be set up to process the data from these tagged actors. 3. Actor Boundaries: When using the "by class" method, if the PCG graph only works around the road, it might be due to actor boundaries or volume settings. Ensure that the landscape is included within the PCG volume's influence area. 4. Debugging: Use the debugging tools within the PCG graph editor to trace the flow of data and see where it might be failing when using "by tag." If you've gone through these steps and the issue persists, please provide any error messages or further details you are encountering. Feel free to reach out with more questions or send us any relevant screenshots at our support email: contact@rendertale.com
@icedstar
@icedstar 6 ай бұрын
@@Rendertale I managed to make it work, it was the actor boundaries that needed to be increased, thank you!
@TGMaiam
@TGMaiam 11 ай бұрын
Sorry posting too many comments, If there is a discord or something I would ask doubts on those forums but since this is only way to contact or ask doubts, that's why posting it here. My doubt is, If I try to create a bridge, and raise some control points, how do I scale the pillars/foundations down to reach the ground? because since bridge and road are connected together, when I raise the control point for road, bridge also raises with it and looks flying above the ground. some places I deform the landscape accordingly but few places I want those pillars to be long in heights and reaches the ground. how to do that?
@Rendertale
@Rendertale 11 ай бұрын
Hello, thank you for reaching out to us with your questions. We are currently in the process of setting up a Discord channel for customer support and suggestions. Regarding the bridge, the pillars and foundations are created with custom meshes of fixed sizes. If you would like to change the sizes of each element, you will need to use your custom meshes to replace the pre-loaded blueprint meshes. Currently, there is no parameter for controlling each pillar size separately. However, we appreciate your suggestion, and we will make efforts to implement this feature in future updates. Thank you for your valuable feedback!
@TGMaiam
@TGMaiam 11 ай бұрын
Ok I'll try to add custom mesh pillar. Thank you so much for the reply and support!@@Rendertale
@JagadeeshCreative123
@JagadeeshCreative123 Ай бұрын
Brother It's Not Working
@Rendertale
@Rendertale Ай бұрын
@@JagadeeshCreative123 Thank you for reaching out and for your feedback. Could you please be more specific so we can assist you better with your issue. Thanks
@mr.pinouxinc4293
@mr.pinouxinc4293 11 ай бұрын
@Rendertale
@Rendertale 11 ай бұрын
Thanks!
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