For anyone following this in 5.3, the "Attribute Operation" node is now "Copy Attribute".
@TheAvoidgodlike Жыл бұрын
This is what is was looking for! Epic Games should add this to their tutorial page for Unreal Engine 5.2 PCG section. Amazing work!
@yusakru Жыл бұрын
Hi, I watched the ''Procedural Content Generation UE 5.2 - In-Depth Overview & Building Forest Environment PART 1'' video and really enjoyed it. The video was very detailed and informative about procedural content generation. After watching the video, I learned more about procedural content generation and how to use it in Unreal Engine 5. I would love to see more content like this in the future. These videos are very helpful. Thank you for making the video.
@exit-simulation Жыл бұрын
There's a lot of techniques in this one too, just check the chapter overview in the description to see what interests you. After this series, I might go back to shorter videos in the style of the first one, so stay tuned!
@davidmoreno780 Жыл бұрын
This tutorial is by far the best PCG video tutorial out there. Great workflow. Bravo! Keep up the good work.
@exit-simulation Жыл бұрын
Thanks, that's really great to hear! There will be more
@tomerhertz85024 ай бұрын
@@exit-simulation More please...now in UE 5.4 i believe you will make even more amazing PCG systems
@dement242 Жыл бұрын
For anyone completely new to this, like me, the "Value"-node he talks about at 5:17 is named "Constant" in the list.
@exit-simulation Жыл бұрын
Thank you, the PCG framework is still evolving and node names can change from version to version!
@thecanticleofcrom478711 ай бұрын
Aneurysm averted. Thank you.
@kadingodinet1099 Жыл бұрын
Hey I have 5.3 and there is no attribute operation node. Does anyone know what the equivalent node is?
@icarusFIRST Жыл бұрын
The equivalent Node is "Copy Attribute"
@kadingodinet1099 Жыл бұрын
@@icarusFIRSTthank you so much
@icarusFIRST Жыл бұрын
@@kadingodinet1099 you're welcome
@surprenantzac Жыл бұрын
@@icarusFIRST so glad someone else asked this! haha
@thecanticleofcrom478711 ай бұрын
Did you find a solution to this? I am stuck in the same place.
@Mr.Mirage_YTАй бұрын
Hi, thank you very much for your support on last part. i never saw any KZbinr helping there audience in this much detail the way you answered my queries❤. I just have maybe one more question for you. For example i have a tree log. 🪵 how can i like use bound modifier in a way i can cover it bounds for self pruning or pruning to diffrent objs bcz it is big object in width nd by connecting transform points with rotation 360 every logg on the ground is rotated differently but with bounds modifier i cant cover bound of those scattered log bcz they all different in width rotated differently
@exit-simulationАй бұрын
I gotchu, for this you can watch my "Dynamic Mesh Bounds" tutorial in part 1 of my intermediate series on the channel here. :) Dynamic mesh bounds are super useful, you will see! The graph for this is also on my gumroad in case you don't wanna build it from scratch but it's still good to check the video in order to understand how to use it. Thanks for your feedback also
@k3lk0m9 ай бұрын
hi! great videos! it is so nice to have it all condensed like that :) quick question: how do you fix the issue at 18:30 with one of the assets being bigger than the rest? did you just got rid of it or is there a way to reduce/increase the size of just one of the assets in the array? thanks!
@exit-simulation8 ай бұрын
Haven't found a solution for this yet but I am looking into it. At the moment I am trying to adjust all assets of one category roughly having the same import scale but it's far from optimal
@k3lk0m8 ай бұрын
@@exit-simulation cool! thanks! yeah doing the same thing here. just grouping similar scales in the same mesh spawner and unifiying tranform and such with custom attributes... at least this way I can control them all transform and rotation wise but keeping scale control separately. awesome video btw, going back to it a lot!
@wielandsmith2 ай бұрын
This video series is great. it's simple and easy to understand. For some reason, spawning the grass meshes takes me forever on a 100x100 area. Is this typical? I'm seeing people having trouble with the cpu - Intel i9 13900 series and was wondering if my issue might be hardware related - but wanted to see if anyone else was having the same issue. Anyway, was able to do this on a small area, but really hoping I can figure out the larger area problem.
@dreadthedrums Жыл бұрын
Thank you for making this! Amazing job on understanding the PCG framework. I don't fully understand how this all works yet, but it would appear you are spawning the initial surface sampler for every group? How does this go for performance on large terrains? I would love to see a video on optimisation, whereby minimising the number of computational steps. I.e start loose globally and only spawn on each landscape layer and, then densify from there only as required.
@exit-simulation Жыл бұрын
You are right, I am actually planning a video on PCG optimization as this environment is already getting quite heavy. Thanks for the feedback
@tomerhertz85029 ай бұрын
Absolutely great tutorial !!!...any idea what the Attribute Operation is called in UE 5.3, the most similar is Attribute Noise, but it doesn't have the same effect
@Manu-rd7df8 ай бұрын
The equivalent Node is "Copy Attribute". Found the same question in another comment
@lucky-c8c3 ай бұрын
How can I adjust the model generated by pcg individually, such as changing the position and size of a single model?
@exit-simulationАй бұрын
Check my new intermediate PCG series on my channel where I explain how you can use data assets to drive each individual meshes scale.
@Mr.Mirage_YTАй бұрын
hi, at 46 minute, there is pcg graph which doesnt work now bcz instead of input node we using get landscape data. which dont have custom pin option in it. what is the updated method?
@AlexUE58 ай бұрын
Hi. Awesome series of tutorials. You can make a tutorial on how you made the landscape in Houdini, I'm interested in how you made the masks for export to the engine. Thank you in advance!
@exit-simulation8 ай бұрын
Hey thanks! Yes I am considering also releasing Houdini tuts on this channel
@wielandsmith2 ай бұрын
Are there limitations to just using the landscape grass type for small objects and the pcg for larger ones?
@exit-simulationАй бұрын
There is a technique to work with grid sizes in PCG which I will show in future videos. This drastically improves PCG performance on lage landscapes
@thomaskeir2113Ай бұрын
Anyone struggling with 5.4 and not getting the parameters working at the end. Firstly, create the parameters in your PCG Graph, and the input pins in your Cliffs subgraph like in the video. Then, go into your PCG graph that holds your subgraphs and you can right click and type "get [parameter name]" to retrieve the parameter information, and then connect it to your cliff subgraph pins.
@PhilHarland-hz1pm3 ай бұрын
Another awesome video! :o)
@gostdmitevg Жыл бұрын
Thank you. Best pcg tutorial
@MaysonCrowe Жыл бұрын
I can't seem to get Base to show as 0 and GrassLand to 1. I've redone the first 12 minutes a couple times but they keep coming out as .498 for Base and Grasslands and Cliffs as 0. Any ideas on what could be causing this?
@exit-simulation Жыл бұрын
Which UE version are you using? Also if it comes out as .498 you should still be able to follow along right? Just need to adjust the filter accordingly
@WhiteNoiseTeam6 ай бұрын
@@exit-simulation Stuck on same problem all my layers have 0. And filter logic not working. How did you do 1 to GrassLand?
@esdete Жыл бұрын
Great tutorial! I'm not through yet, but what about the performance? Is there any chance that it can be used for a game? I have a 3080 and with grass and trees my framerate is already only 30 fps (in the editor). In another video, imposters were used instead of trees placed further away. Unfortunately I don't have enough experience in UE5 to understand how this works...
@seansopata51216 ай бұрын
we're using nanite. imposters aren't really relevant. That said, I don't think nanite is enabled by default on the megascans grass. Doing that should give you at least a small bump in frames
@FischersFritze1211 ай бұрын
Now, one more Question. Can i take any other Landscape Material that i have ?
@exit-simulation11 ай бұрын
Yes but you need to make sure that you are outputting the layers as shown here, so probably need to adjust it slightly
@vytasrauckis6703 Жыл бұрын
When I opened up the geometry spreadsheet I got all the information for the Surface sampler EXCEPT the three surfaces (base, grasslands, and cliffs). Is there something I missed to view those?
@exit-simulation Жыл бұрын
Make sure you created the layers in your material and properly assigned the material to the landscape
@istealpixel7371 Жыл бұрын
best pcg tutorial ever^^❤
@exit-simulation Жыл бұрын
Good to hear! I will continue to expand this series
@lucki19869 ай бұрын
got problem in 46:12. When set floats etc in graph setting, and after connecting nodes just like in tutorial when changing Slope upper/lower bound in PCGVolume nothing changes....someone can help ?
@astralstormgamestudios125911 ай бұрын
How to sample auto material without physical material?
@FPChris8 күн бұрын
11:13 in 5.4.4 Don't hook the Sampler to the Input node. Create a 'Get Landscape Data' node and hook it to that instead.
@FischersFritze1211 ай бұрын
Mega tutorial and the best about PCG on the whole net. In 3.5 there is no more Density Noise, what is the node called now? Does anyone know?
@FischersFritze1211 ай бұрын
Ok i found it, now its the Attribute Noise
@exit-simulation11 ай бұрын
Cool, glad you found it!
@ChaoXi-qb3fu Жыл бұрын
Great Work!👍
@vyzius15397 ай бұрын
Hello !! your vidéo is amazing, follow + liked !! could you please upload somewhere the entire project pls pls pls ? it'll be so helpfull to follow the tutorial along. if the project is too large to upload, just replace the meshes by some low poly model :)). thanks so much if you do it !!
@urbanmonkey3842 Жыл бұрын
God bless u man! Thx for tut!
@SantiagoGodoyC Жыл бұрын
Buena noche, intente descomprimir el archivo del terreno pero no se puede....... quizás alguna sugerencia?
@exit-simulation Жыл бұрын
That's strange, hearing this feedback for the first time. Maybe try re-downloading it or using another zip software to open it. I recommend 7z
@chadgtr34 Жыл бұрын
can you spawn animals roaming around too ?
@exit-simulation Жыл бұрын
Yes with spawn actor. I will use it for spawning decals in part 3 but it could potentially also be used for spawning animated actors.
@chadgtr34 Жыл бұрын
@@exit-simulation i see, is it possible to 'kill' this spawned animator actors in the game ? to gain EXP. - player walk around the map, find different types of animals, shoot some projectile to the animals, animal Minus HP , and eventually dead and disappear, player gain EXP or gold.
@mathysvandermerwe6094 Жыл бұрын
@@chadgtr34 Cannot see why not. PCG would handle spawning. The actor should internally take care of the rest like roaming, eating, etc. (including of course getting killed and despawning)
@chadgtr34 Жыл бұрын
@@mathysvandermerwe6094 got it, thanks. one more question, when you say 'spawning' is it always refer to the game already started ? because PCG means we haven't click the Play in Editor button, and trees, grasses are popping up so that you can preview them and then adjust them.
@exit-simulation Жыл бұрын
With the PCG framework you can both spawn in editor and during gameplay, so both options are viable depending on how you want to set up your game mechanics. You can also decide per graph individually, e.g. spawn trees and environment assets in the editor and other dynamic blueprint actors during gameplay
@GiusyAmoroso-q9h Жыл бұрын
Fantastic 😍
@exit-simulation Жыл бұрын
Thank you 🤍
@modz7014 Жыл бұрын
well explained, i hope we get more videos like this, i sub and turned on the notification for future videos