this is an underrated package, I LOVE IT THX for sharing this for FREE😍
@H4Pl0l6 ай бұрын
Thanks for making this, I spent days watching tutorials. None of them are even close to this. Good work.
@gui2052 ай бұрын
I don't have "Spwan biome" when i add component, i have install biome plugins en show content
@lihaoW21 күн бұрын
When will UE5.5 be supported
@melic-chazaryan27696 ай бұрын
You are a great master, a "Jedi" master. Thank you.
@Gigabyto6SFАй бұрын
help please, I cant find th biomeSpawnManager when i try to add it
@Gigabyto6SF24 күн бұрын
@@lihaoWDownload the pcg layered biomes from fab, then add it to your project. If you still need help, tell me!
@industrytamers5 күн бұрын
I too. Help pls
@beachmobjellies8 ай бұрын
Great insight! just started using it
@andrewharrington14446 ай бұрын
Fantastic looking plug-in. Will download it and give it a try.
@uchiha.madara22377 ай бұрын
can you help me find Pcg biomes main Where did you get it from?
@LazyCatsDev7 ай бұрын
Hi! Make sure the plugin is enabled and that the 'Show Plugin Content' option is enabled
@markmiller5012 ай бұрын
I cannot seem to install this plugin from fab. How do you do it?
@wielandsmith4 ай бұрын
This is a great tutorial. I'm a little stuck though. I wanted to add some grass clumps and flowers, but unlike everything else that spawns in a random noise pattern, the grass clumps spawn in a perfect grid. I played with all of the spawn settings. It's only happening with the grass and small plants.
@ElPajaroLoko8 ай бұрын
You can work with procedural Alpha brushes to modify the landscape?, which can be combined in any way and edited at any time. Thank you
@LazyCatsDev8 ай бұрын
Hi! My plugin has nothing to do with landscape editing. You can do it however you like - through Alpha Brushes, generating externally, or any other way. The plugin simply allows you to place objects on the landscape.
@ElPajaroLoko8 ай бұрын
@@LazyCatsDev So, take my question into consideration for future updates of your plugin... great work anyway, congratulations!
@KCPage5 ай бұрын
Nothing is generated when I complete all the steps. I've used the UnReal PCG before and it works. What am I doing wrong. Do I have to disable the UnReal PCG plugins?
@jayantbhatt0074 ай бұрын
Dude how did you texture the terrain? Btw thanks
@LazyCatsDev4 ай бұрын
Hi! I am using Magic Map Material & Maker plugin for landscape auto material. www.unrealengine.com/marketplace/en-US/product/magic-map-material-maker
@lazytv3632 ай бұрын
Having problem with wpo it’s culling my trees
@brendanpace975 ай бұрын
Is it possible to scatter smaller grass assets, or is this tool built to scatter larger objects like trees and rocks only? I haven't been able to find any setting to change the size of the points themselves to allow for a higher density and smaller distance between points.
@wielandsmith4 ай бұрын
Yeah, I'm having the same issue.
@LazyCatsDev4 ай бұрын
Hi! Unfortunately, it's not possible to achieve an object density higher than 1 per square meter with the default layers. You can create your own layer and implement the desired density there. Here is the documentation on how to create your own layer - pcg-layered-biomes.snazzydocs.com/tutorials/creating-layers#creating-layer-parameters
@brendanpace974 ай бұрын
@@LazyCatsDev Okay, no problem. Thank you for pointing me in the right direction!
@DKJens448 ай бұрын
Nice plugin and great tutorial. But how can I convert all the meshes into foliages at the end, so that you can also cut down the trees?
@LazyCatsDev8 ай бұрын
Hi! Thank you! Now you need to do a lot to achieve this. So later, I am going to create useful tools to replace mesh instances with actors.
@DKJens448 ай бұрын
@@LazyCatsDev Sounds good, thanks for Work.
@LazyCatsDev7 ай бұрын
@DrZou28 This feature is available now for UE5.4! You can check out here - kzbin.info/www/bejne/mISnmZSFh6yfm9k
@FPChris3 ай бұрын
Awesome tutorial thanks!
@NorwinLabs5 ай бұрын
Is it possible to swap the Landscaoe for a Procedural mesh Component? I do not see why not if I use World Ray Hit Query instead of get landscape for the input. Thoughts?
@LazyCatsDev4 ай бұрын
Hi! I believe you can try, but to make it work, you'll need to copy and modify some parts of the PCG graph in the plugin.
@NorwinLabs4 ай бұрын
@@LazyCatsDev I was able to get it to work. Do you know if it is possible to make a filter based on physical materials?
@mathysvandermerwe60943 ай бұрын
@@NorwinLabs I have this exact same question. Did you manage to get this working? For now I'm reverting to normal PCG scripting as I can get it working there.
@NorwinLabs3 ай бұрын
@@mathysvandermerwe6094 yes. If you use world ray hit query and use the physical materials you can filter based on what physical materials there are
@Sympho8 ай бұрын
Hey, quick question whats you landscape material used in this?
@LazyCatsDev8 ай бұрын
Hi! Landscape and material are from Magic Map Material & Maker (M4) - www.unrealengine.com/marketplace/en-US/product/magic-map-material-maker
@andreytrukhachev74175 ай бұрын
Many thanks for your tutorial! It was very useful. Can you please also made a tutor where you can explain how to use this system on closed spline areas? Many thanks in advance
@vega20998 ай бұрын
Should PCG_Main_Graph have been included in the plugin? or is this something needing to be created?
@LazyCatsDev8 ай бұрын
Hi! All graphs used in the tutorial included with the plugin. If you don't see them ensure to enable "Show Plugin Content"
@vega20998 ай бұрын
Omg, shows how often I use plug-ins. Thank you. Amazing work btw.
@Dhieen5 ай бұрын
This is an amazing tutorial!
@ExoticCrickett8 ай бұрын
hey can u make complete tutorial for beginners, how to make this type of environments from 0-100?
@LazyCatsDev8 ай бұрын
Hey there! Thanks for the comment! This video is actually a step-by-step guide that shows how to create these environments using my plugin. I wonder if there were some parts that weren't clear enough? If there's anything specific you felt confused about, let me know and I can explain it in more detail. Building environments from scratch, without the plugin, is definitely possible. It just involves a lot more technical steps, like working with C++ code and Procedural Content Generation (PCG). My plugin simplifies all that for you, saving you a ton of time. Speaking of the plugin, it's still being reviewed by the Marketplace. It shouldn't be too much longer, and I'll definitely announce the launch date as soon as I know! Feel free to ask any other questions you might have, and thanks again for reaching out!
@lamvannam70297 ай бұрын
I couldn't find the biomass spawn manager in PCG
@LazyCatsDev7 ай бұрын
Hi! It's called BiomesSpawnManager. Make sure that you have enabled the plugin.
@lihaoW24 күн бұрын
Have you found a solution yet
@Wauzy6 ай бұрын
Really a great plugin. Now if only it were Network Replicated.
@dazzlesoftware7 ай бұрын
can you spawn blueprints instead of meshes with this?
@LazyCatsDev7 ай бұрын
Hi! No, but there's a better option you can check out here - kzbin.info/www/bejne/mISnmZSFh6yfm9k
@dazzlesoftware7 ай бұрын
@@LazyCatsDev Thank You!
@highlimit4952Ай бұрын
Hey man, the Field Forest is not spawning, even on a flat surface. The Hill Forest is Spawning everywhere, why? The Debuging mode on the Field Forest is not showing up too. Its all Because the Priority is the same, it only spawns the lower priority, not both on the same priority, even if its a hill and flat area. And sometimes the stones are in the trees, even when i made it like you in the Video.
@roberttaylor46968 ай бұрын
Is it too much to request Blueprint actors have the ability to be added to this amazing tool?
@LazyCatsDev8 ай бұрын
What do you mean? You want to spawn actors instead of meshes?
@LazyCatsDev8 ай бұрын
If that's the case, I highly recommend never doing it this way: * It's too resource-intensive for games, both in terms of memory and performance. * It's extremely inconvenient if you have the One File Per Actor mode enabled. Instead, it's worth replacing meshes with Actors at runtime only when necessary. I'll finish and release convenient functions for replacement.
@Jimmy-z6g8 ай бұрын
Me to. PCG_Main_Graph?
@Jimmy-z6g8 ай бұрын
Resolved...So Cool!
@LazyCatsDev7 ай бұрын
@roberttaylor4696 Now there's a better option you can check out here - kzbin.info/www/bejne/mISnmZSFh6yfm9k
@7arman68 ай бұрын
I cant find graphs in ue 5.4
@LazyCatsDev8 ай бұрын
Hi! Make sure the plugin is enabled and that the 'Show Plugin Content' option is enabled
@哈罗呦吼8 ай бұрын
Cannot be utilized, and the exclusion settings are not modifiable,out exclusion bounds value Parameter adjustments have no effect
@LazyCatsDev8 ай бұрын
Hi! I made several fixes, and they are pending review on the marketplace. If the issues still persist after that, please email me with more details. Screenshots or a video would be very helpful.
@armanelgudzhyan1928 ай бұрын
Nice plugin! Going to play with it in more detail later, but FYI you should make sure your struct defaults are initialized since right now on startup it prints this error: "LogClass: Error: StructProperty FBiomeSettings::DebugColor is not initialized properly even though its struct probably has a custom default constructor. Module:PCGLayeredBiomes File:Public/Biomes/BiomesSettings.h" Easy fix, but it gets rid of annoying error message 🙂
@LazyCatsDev8 ай бұрын
Hi! I've seen the message and tried to fix it, but I don't know what ue wants me to do. This field is 100% initialized in a constructor. It looks like ue constructs structures in some weird way. I will try to fix it anyway because it's annoying me too. Maybe you know how to fix this? :)
@armanelgudzhyan1928 ай бұрын
@@LazyCatsDev Oh I see, well I appreciate knowing you're not just ignoring errors like most haha. It is kind of weird, since at first glance it looks correct to me too. I haven't tried this, but I looked in the engine code and it looks like when they define FLinearColor in structs, they usually forward declare FLinearColor too. I looked into CoreMinimal and whether FLinearColor would actually go through there, and from what I can tell, as of 5.4 it is NOT, since it's wrapped in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4. So I'm guessing you could try either forward declaring it and initializing it to the constructor or (hopefully avoidable) including Math/Color.h manually.
@LazyCatsDev8 ай бұрын
@armanelgudzhyan192 I have found a solution! Will be fixed in next update!
@armanelgudzhyan1928 ай бұрын
@@LazyCatsDevOut of curiosity what was the problem?
@LazyCatsDev8 ай бұрын
For some reason ue don't like custom default constructor for structure, if it uses types which is not initialised by default (like FLinearColor). I don't know exactly why. I rid of constructor for that structure and moved logic to another place and this solved the issue.
@buster56617 ай бұрын
It's too fast to keep up with. Please slow it down
@IamSH1VA7 ай бұрын
Great tool, thanks.....
@yantingye19888 ай бұрын
谢谢
@yantingye19888 ай бұрын
It would be great if there were also PCG tools for city creation available
@ManuL_228 ай бұрын
good tutorial but bro, you go very fast slow down
@xjuliussx8 ай бұрын
youtube has a slow down function :) he is doing fast to put more words into shorter time so we are happy to hear it.