Great! Now we need intersections and crossings with the help of grammar 😊
@lievengouwy197221 күн бұрын
I guess we can add a intersection mesh where we want it. it would be amazing if we could snap it to the pcg mesh though
@blackopscg21 күн бұрын
Finally, after a long wait, worth it. Thanks again!
@messiah00121 күн бұрын
Finally!!! 🤩
@Puviwat-X2114 күн бұрын
Thanks
@Dash_Dominion21 күн бұрын
Thanks 🙏
@piszczu470720 күн бұрын
It seems that collision of my mesh stopped to work with spline. When I put a road part in the scene, there is a collision, but with this spline generator i can't run over the road because there is no collison. Did I messed something up when following video? How to fix it?
@dk_3d20 күн бұрын
In the Spawn Spline Mesh node, you have options for Collision, choose for example Block All there
@piszczu470720 күн бұрын
@dk_3d Indeed! Now would be great to spawn blueprints as well, not only static meshes. I see there Spawn Actor node but we cant do the same as with meshes as there is no MeshSelectorType to set it by attribute. What would be the easiest way?
@dk_3d20 күн бұрын
@@piszczu4707 Yes, I'm doing Decal spawning to get potholes etc. over the road with BP. (Spawn Actor). In the Spawn Actor Property override you can map attributes from PCG to inputs to your BP. I may create a tutorial for this as well, I didn't want to get this one too long, since ppl are not happy when my videos go over 2 hours :)
@lievengouwy197219 күн бұрын
For the ItemSimple version, I have the issue that (because we multiply ItemPosition with -1), when I set a meshtransform on the Z-axis, the mirror side is also mirroring the height so it will lower in the ground when I raise the source. Is there a way to only multiply the Y-axis?
@dk_3d19 күн бұрын
Multiply by vector (1,-1,1)
@piszczu470713 күн бұрын
How can we stretch each mesh to fit the length of the spline? So that when the mesh is of size 400cm and we make a spline of length 500cm it will be stretched to fit it? We should do it somewhere in PCG I guess, not the blueprint?
@dk_3d13 күн бұрын
Yes it is done in PCG -> you can see it around 55:00, or watch the spline mesh PCG tutorial lined in the description. You get the bounds from the mesh and calculate the size from it.
@piszczu470713 күн бұрын
I had something different in mind. For example, we have two curved items in your video: road mesh and boundary mesh. They are of different sizes so in spline sampler you set their sizes to increment value and this is fine. But what I meant is that it would be even better if we would stretch the meshes to fit the length of entire spline. Do that if the spline is of length 900, instead of puting two 400cm meshes and making a gap of 100, we could stretch each mesh to 450. Something like here but this is in blueprint, not pcv kzbin.info/www/bejne/qJ61d6d9fNCgnas
@dk_3d8 күн бұрын
@@piszczu4707 Instead of auto calculating the size like now (so 680 for the road and 400 for the barrier) you can have input value of the lenght you want So if you enter 900 it will strech everything to 900. So in short don't calculate the value but use Float input.
@lievengouwy197221 күн бұрын
My biggest question: how expensive is this? would it be best, once you have laid out the road, to convert it to something simple, get rid of the pcg setup? in the case of having many roads...
@dk_3d21 күн бұрын
When working with PCG, you always have the option after you generate it to detach it from PCG graph by a single button click. In the PCG component you have a button to stop the link between the graph and the Instances in the level and it will remain as you generated it.
@peterallely541721 күн бұрын
So this method isn’t creating points for each mesh among the spline?
@dk_3d21 күн бұрын
it is creating points for each mesh those points are then used to create new spline for them, you can use the points for everything else you need in your graph, they are still there.
@peterallely541720 күн бұрын
Great, I was hoping to be able to remove some meshes or swap them using differencing. Thanks for your generosity sharing these methods.
@piszczu470721 күн бұрын
Awesome! However, there is one extremely important thing to me that I think will not work with this approach - auto landscape generation. I mean in landscape mode there are also splines with the difference that if we raise the spline up, the landscspe will automatically goes up as well. Is it by any chance compatible with landscape mode or we have to separately fill any gaps below spline?
@lievengouwy197221 күн бұрын
Yes I was thinking the same. but I have to say, the auto landscape is a mess. As soon as you have a bit of a slopey surface, the auto landscape is struggling big time and adjusting it is a disaster. in this presented version you can manually adjust your splines to the landscape.
@peterallely541721 күн бұрын
Look into the “landscape patch” plugin that ships with the engine. You just spawn these patches along your spline and the landscape with raise and lower to meet it.
@peterallely541721 күн бұрын
The real advantage of the landscape splines is the ability to connect the meshes by sockets. Like a road end socket to one of an intersection’s sockets
@lievengouwy197220 күн бұрын
@@peterallely5417 Yes I used it like that. No such thing for the splines done in selection mode?
@piszczu470720 күн бұрын
@@peterallely5417 Indeed works! But actually not with the road generated with the spline coming from approach mentioned in this video because, at least in my case, the spline somehow damages the collision of my static mesh. Am I the only one?
@HajahBoy20 күн бұрын
unreal 5.3 it possibel
@dk_3d20 күн бұрын
Spline Mesh in PCG is only available from 5.5
@crazyguy758521 күн бұрын
hey bro can you make a motorbike system ur much familiar with vehicle if u can make it. i will buy it
@dk_3d21 күн бұрын
Well I plan to do a motocross bike, but it will take quite some time, so don't expect it to soon :)
@crazyguy758521 күн бұрын
@@dk_3d sure bro take ur time and please add some drift as well like real bike do on speed turn with break.
@IndigoKidda20 күн бұрын
the advanced bikes on marketplace is decent enough, just be sure to put the asphalt physical material on any mesh it drives on or it wont ride properly, ive took real models n just put the mesh over the adv bikes skel and it looks legit and drives great