UE5.2 Procedural Generation Plugin - Ep 4 - Splines

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Adrien LOGUT

Adrien LOGUT

Күн бұрын

Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2.
This fourth video talks about:
* How to use Landscape Splines and Splines in PCG
* How to exclude splines from generation
* How to sample points inside a spline
* How to use density and attributes to influence spawning probablity and points properties.
DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: "docs.unrealengine.com/5.1/en-US/experimental-features"
Awsome videos:
* • Last Time I Saw The Cr... - PCG and Path Tracer
* • Unreal Engine 5.2 | Me... - Timelapse for Medieval Village creation
* • UE5.2 Procedural PCG (... - Garden Walk
* • Unreal Engine 5.2 PCG ... - Clutch editing for interior generation
* • Jungle Tools - Procedu... - Another very complete tutorial channel for PCG
Sketchfab Cabin: sketchfab.com/3d-models/small...
My twitter if you want to be notified for future videos: / amathlog
Link to tutorial in Epic Dev Community: dev.epicgames.com/community/l...
Chapters:
00:00 Introduction
00:44 Creating a new landscape spline
02:27 Excluding the landscape spline
04:25 Introducing Steepness
05:32 Creating an attribute to change the steepness
07:55 Doing the same thing with normal Spline
09:54 Moving the spline re-generates
10:08 Creating a clearing with closed spline
11:06 Sampling points inside a closed spline
11:47 Modify sampled density depending on the distance to the edge
12:43 Removing closed spline from the original forest
13:20 Sampling a smaller set of points
13:38 Filtering low density points with some noise
14:35 The usual Transform Points/Self Pruning
15:03 Re-using the Static Mesh Spawner for trees
15:38 Use Attrbiute Operations to scale down our trees depending on Density
17:16 Remaping the density
17:48 Maths operation to multiply Scale by Density
18:48 Re-connecting Static mesh spawner for trees
19:07 Adding a Cabin
19:55 Re-adding foliage
20:43 Removing the cabin from foliage generation
21:27 Re-use Foliage generator
22:20 Changing the clearing spline re-generates
22:44 Conclusion

Пікірлер: 135
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Hey everyone! With the latest release of 5.2, the difference node doesn't behave the same way! Please look at this FAQ (first point) docs.google.com/document/d/1n8Zq31Cnf1uqqkdRve1md0GLweTe7SHp8U4lbP4XEvY/edit?usp=sharing
@devconstructionltd3046
@devconstructionltd3046 11 ай бұрын
ISSUE: Spline created in Landscape mode doesnt remove grass and other assets where is "landscape spline".... Also debug mode in "spline sampler" doesnt show any log, but for normal "spline" it works (show debug data = number of points and etc...). FIX: well your video tell us to do.... > Get spline data (all words actors, by class, landscape) ..... instead you need to .......... > Get spline data (all words actors, by class, landscape spline actor) ... now it works BUT i am getting warning .. but at least it works.... ___________ NOTE: Important to say I have assigned in Landscape one layer only for splines and second layer for painting, and I have there already bunch of landscape splines. Or it can be different problem, I dont know I cant test it towards any working scene.. (i just blindly following your video) Best regards, thanks for your videos it helps so much.. I hope you will upload some other new videos :) _________________ UE 5.2.1 > warning LogPCG: Warning: [PCGVolume_UAID_222222222222819101_1690238983 - GetSplineData_0]: No matching actor was found LogPCG: Warning: [PCGVolume_UAID_222222222222819101_1690238983 - GetSplineData_0]: Output data generated for pin 'Out' does not have a compatible type: 'EPCGDataType::LandscapeSpline'. Consider using more specific/narrower input pin types, or more general/wider output pin types.
@danielwills2366
@danielwills2366 11 ай бұрын
@@devconstructionltd3046 Did that work on World partition? It removes all my foliage for me.
@CarisTheGypsy
@CarisTheGypsy 7 ай бұрын
Maybe you should consider re-recording this section of the video and re-publishing. Getting to the point in following the video where I follow your instructions and suddenly everything is gone is confusing. The doc is extremely small, and when I try to apply the changes my editor crashed while trying to compute the PCG changes. That's very frustrating
@NicolasCaplat
@NicolasCaplat 7 ай бұрын
Hello :) Thanks a lot for this introduction to PCG. Not very user friendly for now, but it offers so many possibilities ! Unfortunately, I'm stucked at 4'14", despite the Google Doc informations. I'm using UE 5.3. Trees, rocks & grass aren't excluded by the road ... and the Get Spline Data is still throwing a warning "Warning: [PCGVolume_0 - GetSplineData_26 (Get Spline Data (Landscape Spline Actor))]: No matching actor was found". Any chance for an update, please ? Thanks in advance :)
@bretth5371
@bretth5371 Ай бұрын
@@NicolasCaplat Did you ever get a solution to this?
@DustinMyDudes
@DustinMyDudes Жыл бұрын
Love these videos. Can't wait for more! Looking forward to the future of PCG!
@olodum111
@olodum111 Жыл бұрын
Thank you, Adrien, for continuing these tutorials. They are the best!!
@TheWok640
@TheWok640 Жыл бұрын
AMAZING! Super excited for ep. 5 PCG during runtime is exactly what I want to better implement into my current project.
@HaydenLee
@HaydenLee 11 ай бұрын
as someone who's worked in Maya for years and only recently started with Unreal, this is such a game changer. Thanks for developing this robust tool and for these highly detailed and understandable tutorials. I've watched them all and have used these techniques for my current project. I can also tell how freakin' smart you are and look forward to seeing your future work. Thanks for all that you do.
@adrienlogut3482
@adrienlogut3482 11 ай бұрын
That's sweet, it means a lot! Thanks 😊
@86Dina
@86Dina 9 ай бұрын
Thanks for videos! In 5.3 version you can regulate steepness right in the "Spline sampler" node.
@KaitheArtGuy
@KaitheArtGuy Жыл бұрын
Seeing a lot of folks here having the same issue with the spline exclusion, glad I'm not alone! Would you please make a follow up fixing this issue?
@eggZ663
@eggZ663 Жыл бұрын
Now we're cooking!
@ArtemKevorkov
@ArtemKevorkov Жыл бұрын
Great tutorial series, really helpful! I have a question. Do you know do you plan on creating a tutorial on how to generate non-random points or places objects on the botder of the bounding box without using splines? It could be very helpful with generating procedural buildings and interiors🙏
@mv4458
@mv4458 Жыл бұрын
Awesome! Could you include filtering on different Landscape Layers? Like grass spawning only where grass is painted. Thanks a lot :)
@BradleyStilwell
@BradleyStilwell Жыл бұрын
Great series thanks! One thing I can' seem to figure out is how to get different bounding box sizes for different sized mesh entries on the Static Mesh Spawner. If I have 3 different building sizes then it's difficult to get accurate forest placement between the buildings becaues the 3 different sized buildings all share the same size bounding box.
@GhostBingo
@GhostBingo 6 ай бұрын
One thing I've noticed when Adrien used Point Sampler in 5.3 it's called Select Points.
@theastralproject1268
@theastralproject1268 Жыл бұрын
when i do this the spline doesnt register? it wont debug or detect the spline
@spellweavergeneziso
@spellweavergeneziso Ай бұрын
At 9:00 you set spline Y scale to 200, in UE5.3 THAT spline scale is already converted to meters, so Y set to 200 makes the spline 400 meters wide ! at least that's how it works on my end, so I keep the spline scale Y at 1 and tweak the bounds modifier in the PCG to match the real spline scale
@arkwiz_YT
@arkwiz_YT Жыл бұрын
Hello! Thanks for the informative videos. I'm trying to figure our if there is a way to sample bitmap data for spawning points? Like a texturemap for the landscape dictating where the forest should be?
@mimosenherkules7287
@mimosenherkules7287 Жыл бұрын
Thank you for your Greate Videos to the topic of PCG, they helped me a lot. I´m looking forward to future Videos. One question I have in relation to splines is whether it is possible to make the gradient of the distance node dependent on the width of the spline (also the landscape spline)?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
I don't think we take into account the width for interior sampling unfortunately.
@AndyMadmax-ps5jb
@AndyMadmax-ps5jb Жыл бұрын
hello, spline not working as intended its driving me crazy. im doing the same get spline - spline sampler - difference node the spline connected to differences and input connected as source but nothing happens, also checked in your discord and guy name AMOS have the same error but couldn't find if anyone fixed this. please help!
@nilavan3295
@nilavan3295 6 ай бұрын
If you are using 5.3 and it adds a conversion node automatically, disable the conversion node and it works
@JanSeliv1
@JanSeliv1 Жыл бұрын
PCG is amazing as well as your playlist about it! thank you! ❤ I got some questions, do you have ideas how to achieve next results (is it possible with PCG?): - symmetrical-only randomization. E.g: starting from the center, it's grassland, then forest, followed by mountains, and finally a desert. - bioms analyzing: if objects A are randomly generated around, then generate object B. E.g: Volcano (A) - Lava flow (B): Lava flows generate around generated volcano.
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
You can chain PCG graphs (though it is a bit un-intuitive for now). And with Metadata/Attributes, you can add information to your points and use some node to only keep points with a given attribute for example (point filter). For the first one, you can paint the landscape and get the landscape layer value when sampling on the landscape. You can then use this to do biomes.
@jaffa999
@jaffa999 Жыл бұрын
This has been one of the most informative playlists ive seen about PCG, thanks for educating me! I have a Question, is it possible to sample vertex colours from a mesh? I see there is an option in the Project node called "Project color", but i have no clue if it is vertex colours or its own separate color value.
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
MeshSampler allows you to sample the color for a given mesh :)
@SkyVeyron
@SkyVeyron Жыл бұрын
This video is insane! I don't know if you ever played a game called The Long Drive, it's a full pcg game and it has something that i would like to learn how to make, a infinite road that follows the terrain, made with a spline, could you make a video about that? It would help even more with my project
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
If you haven't looked at the StateOfUnreal presentation for PCG, there is a demo of an infinite runner. You can generate at runtime, so it's just a matter of "spawning" the infinite spline/terrain and spawing PCG volumes too.
@udalovd
@udalovd Жыл бұрын
Hello Adrien, great work on PCG, i have a question. I'm not that good with procedurals. Is there any way we can do for example a underground mine with rooms and corridors of different width and floor height using this framework? I mean full base level geometry generation with set of tileable meshes using some kind of volumes to define bounds od rooms, corridors, slopes, pits? Also adding intersecting tunnels. doors, etc. Any chance of tutorial?:D
@AleRender
@AleRender Жыл бұрын
Hi . Thanks for teh tutorial. Have you tried applying the road spline to a landscape with elevations? I tried it but it doesn't do it right and I think the problem is having landmass activated
@rattlesnake3d
@rattlesnake3d Жыл бұрын
Hello, thank you for all these tutorials, I was able to setup mostly of my points flawlesly, you are great sensei! :) I have a question, is there a way to orient the points to the terrain normal? and then combine the orientations with a random orient? thank you in advance
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Using the surface sampler will project the points and will use the normal of the terrain for the Up vector of each point. Same thing with the projection node, if you enable "Project Rotation" I think there is a bug in the projection node for spline though, it is probable that the normal is not projected correctly. If I remember correctly, sampling the spline and then project was working, but not the other way around.
@rattlesnake3d
@rattlesnake3d Жыл бұрын
@@adrienlogut3482 Awesome I will give a try, for some reason sampling my landscape show all the meshes pointing up and not the terrain normal, does it matter if my landscape is nanite? any ways I will test the suggested points, thank you again sir! keep on rocking
@rattlesnake3d
@rattlesnake3d Жыл бұрын
ahh you are right!, I am spawning my assets sampling a spline, that is why they are not orienting to terrain, still I used the projection node with the rotations but it barely made a difference :/
@elonyastudio5866
@elonyastudio5866 8 ай бұрын
Hi Adrien, Thank you for such work it's awesome, so, I have a question, is it possible to have a grid that act like a spline? the idea is to make a grid where the points can be moved specially on z axis and then the neighbhor points react to that moverment and update their locations this way we can spwon meshes on that points and controll the over all shape. thanks
@adrienlogut3482
@adrienlogut3482 8 ай бұрын
Hi! Sorry for the delay in the answer! I would like to have a Create Surface from points, where we interpolate the surface like we do with spline interiors which is probably what you are looking after! But you are free to add a custom node for that :D
@LetsPatrick
@LetsPatrick Жыл бұрын
Can I ask what kind of graphics card you have? I have a 2070super with a Ryzen 9 5950X and it jerks when I rebuild it. do you have a special attitude or why does everything run smoothly?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
I have a Ryzen 7950X and 4090 😃 with megascans you hit the VRAM limit pretty quickly, so you might want to use smaller asset. And also try to reduce the graphic settings in Unreal. PCG is CPU only, and your CPU is decent so it should perform decently.
@junhadi5282
@junhadi5282 Жыл бұрын
Hi Adrien, is it possible to change the width of the static mesh used for the spline to enable a path that is wider?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
You can either change the width of the spline, or use a Transform Points node changing the scale. I always forget if it is the X or Y axis. Probably Y.
@roryobrien6655
@roryobrien6655 4 ай бұрын
Thanks for this tutorial, I have some questions for anyone working on this - are there any special properties for the static mesh that can be used for something like a road on a spline. I tried to make a quick road mesh but when I set it, it did not stretch continuously but instead just a few segments were placed along the path. Any advice about static mesh qualities for spline use?
@adrienlogut3482
@adrienlogut3482 4 ай бұрын
We don't have support for spline mesh yet so there is no mesh deformation possible with PCG. You'll have to use a Spline Mesh of you want this behavior.
@ATomCzech
@ATomCzech Жыл бұрын
I would like to know if it is posssible to cooperate between multiple PCG graphs, you basically did everything in one, but would better to have multiple smaller graphs. But grate tutorial, sometimes to fast to me and PCG graph is too small, it is almost not possible to read it.
@regisgeoffrion9614
@regisgeoffrion9614 Жыл бұрын
Scizz 1 day ago @Adrien LOGUT Hi Adrien, keep these videos coming. You explain very clearly. I have a question. I am using World Partition, and I can't get SplineData. It does work properly if the landscape is in a standard level though (like in your example). I tried using LandscapeStreamingProxy as a class instead of landscape, but that did not work either. Any advice? Also, if any of you have wind in your scene and the beech tree (from previous episode) is jittering, this is a Nanite bug. Open the static mesh and disable Nanite (this will affect performance however).
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
If you are in a world partition map, you can select the landscape spline and add a tag and get it by tag after.
@danielwills2366
@danielwills2366 11 ай бұрын
@@adrienlogut3482 Are you able to elaborate on that please?
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
I'm using an open world landscape spline that I've set up using a tag, and when I set up the first Difference node the PCG appears to be selecting the entire world except for the spline, including points that are out of the bounds. Any idea what I'm doing wrong?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
First make sure you plug the difference node in Bounding Shape instead of surface (I explained it wrong in the video) and plug the Landscape into the Surface Pin. Also make sure that "Unbounded" is unchecked in the surface sampler settings.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
@@adrienlogut3482 The problem I'm seeing is when I debug the Difference node (The one you have selected at 4:30) -- I think it's creating points over the entire landscape, which then crashes my editor. I can get around it by setting difference nodes after the surface samplers, but I really like the simple workflow you've presented in the video.
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Oh yes if you try to debug the difference node it generates A LOT of points. 1 point has a volume of 1 cubic meter (1m*1m*1m). If you have a 1km*1km landscape, it's 1'000'000 points. If you don't have a beefy PC, using a surface sampler and debug this one will be better. You can disable/enable this surface sampler at need, when you want to verify that the difference is producing the right results!
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Ahh great so it isn't just me. That makes sense, thanks a lot for explaining!
@user-nb3kg9hk8x
@user-nb3kg9hk8x 29 күн бұрын
5.4 버전에서는 attribute operation => copy Attribute Point Sampler => Select Points Density Noise => Attribute Noise Maths add => add 영상 보는 시간보다 바뀐노드 찾는데 오래걸렸어요
@NachoMancebo
@NachoMancebo 7 ай бұрын
Is it posible to have a choppable tree, or mineable rock inatanceate in pcg? Or just sm?
@adrienlogut3482
@adrienlogut3482 7 ай бұрын
You can either use Spawn Actor instead of SM but that will be way slower. Or you have a custom code/BP that transform Static Meshes into actors for meshes close to the player.
@regisgeoffrion9614
@regisgeoffrion9614 Жыл бұрын
@Adrien LOGUT, I am not sure if this a major bug or if I am missing something. Maybe you can help. 1) Create forest on flat landscape as per tutorial. All works. 2) Go to to landscape mode, raise terrain in a small area with sculpt tool 3) Do PCG clean and generate 4) Trees where I have not sculpted are now gone. Only trees in the sculpted area remain. This is 100% repro. Am I missing anything or is this a known bug? I am using 5.2.0. Thanks
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Weird. I just try the same thing you did and it worked on my end. Might want to post something on the dev community with repro steps and video so we can see exactly what is going wrong.
@regisgeoffrion9614
@regisgeoffrion9614 Жыл бұрын
@@adrienlogut3482 Hi Adrien, I now know what causes this. This only happens if you Reserve a Spline Layer in the landscape (typically because you want your spine to follow the terrain). If you remove the Reserved for Spline in the layer everything works as expected. I hope this helps. Otherwise, really awesome tool. I love all the work you put in to debug on per node basis.
@caimax3075
@caimax3075 Жыл бұрын
@@regisgeoffrion9614 same bug no matter reserved for spline or not. just not work with sculpted landscape.
@inthedragonswake
@inthedragonswake Жыл бұрын
Hi Adrien, thank you for your videos! They are sooo helpful. Unfortunately, i am struggling with constant crashes as i follow along. Performance while i edit the graph has become an issue also. As of right now, im unable to get the PCG forest to exclude the Landscape Spline (Using Tag and World Partition is enabled with dedicated Spine Layer) When i try to generate any graph that refers to the spline, the engine slows to a crawl and seems to be processing untill it eventually crashes. Is anyone else having issues with constant crashes using PCG? Any help would be greatly appreciated. Appreciate your work!
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
If you don't have a beefy PC, it is important to be mindful of all the operations in your graph. We are looking for introducing safeguards to avoid those crashes for people with less RAM. Also, you can hit the "Pause Regen" in the PCG graph editor and it won't regenerate the graph, which will probably help you. Also try to disable the static mesh spawners, because the spawing is often very expensive (and debug is spawning meshes). Good luck!
@inthedragonswake
@inthedragonswake Жыл бұрын
@@adrienlogut3482 Hi, Thank you for getting back to me. I currently have 32gb of ram installed. Would that be considered enough? Also, i have found that the issue mostly occurs when i use one large volume to populate a large area. Interestingly, if switch to using several small volumes to cover the same area, i am no longer getting the crashes (although the load times are still considerable). Do you have any recommendations for volume size on large open maps?
@danielwills2366
@danielwills2366 11 ай бұрын
@@inthedragonswake I have 128gb of ram and I experience similar issues but probably at a larger scale that you
@sebi3110
@sebi3110 Жыл бұрын
Hi there, how can I use the “Actor Overrides” functionality to override an integer variable of the spawned actor, that is spawned via the “Spawn Actor” Node in PCG? That’s what I have: Blueprint with PCG Component. The BP has the variable A = 2 In the PCG graph I spawn an actor. This actor has the variable B = -1 I’d like to set the variable B of the spawned actor to the value of variable A (which is 2), so that the spawned actor’s variable B is equal to 2. I tried to use the “Get Actor Property” node, and I was indeed able to at least debug print that value from the PCG graph. But I was not able to utilize the value in the “Actor Overrides” of the “Spawn Actor” node. I’d be happy if someone can shed some light on that topic, thank you!
@RV-bc9yi
@RV-bc9yi 9 ай бұрын
Hello Adrien, is it possible to spawn decals in PCG? I'm currently using a spline with decals on it, but it's pretty limited, so I can imagine a PCG with decals, which would be really cool ! Best
@adrienlogut3482
@adrienlogut3482 9 ай бұрын
I haven't played with Unreal enough to know how decals work unfortunately...
@romannavratilid
@romannavratilid Жыл бұрын
Can you work even with textures and textures masks in PCG...? Like for example the "clearing" area you made for the Cabin, could you specify that the clearing area (within the bounds of the spline) should have different terrain texture...? And that this new terain texture for the clearing area (within spline) should blend into the original textura in the borders area using some specific texture masks...? Can this be done within PCG...? Does PCG function/work with texture/masks/materials...? Thank you
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Yes
@bekabaratashvili3178
@bekabaratashvili3178 Жыл бұрын
@@adrienlogut3482 Great, But how ? 😁
@ryangregg1916
@ryangregg1916 6 ай бұрын
when I get to 4:17 on the video my whole forest goes away. I set everything how it should as well
@HigashiBashi
@HigashiBashi Жыл бұрын
Small issue I don't know how to fix. If you sculpt the landscape a bit the generated forest will stop generating and disappear. It will only appear if you move the PCG box all the way down so the top of it is level with the flat ground... Really odd.
@tactilevisions
@tactilevisions Жыл бұрын
Same here
@roryobrien6655
@roryobrien6655 4 ай бұрын
Another Question - How do you gety the spline to be an Actor? It seems like the spline I am using, which is a BP with spline component is fundamentally different in functionality to what you are using. I am new and cannot figure this aspect out. So far I am having trouble having any spline recognized at all within PCG and cannot see anything on debug as if the splines are not being seen at all by PCG. Lostnok this one(
@adrienlogut3482
@adrienlogut3482 4 ай бұрын
It's pretty much the same for our purpose. The Get Spline Data will just search for a Spline Component on any found actor. To get the spline you need to add a tag to your actor and use that tag in the Get Spline Data
@adrienlogut3482
@adrienlogut3482 4 ай бұрын
Don't hesitate to come ask your questions and get advices there: discord.com/invite/unrealsource
@roryobrien6655
@roryobrien6655 4 ай бұрын
@@adrienlogut3482 thank you, might just do that!
@junhadi5282
@junhadi5282 Жыл бұрын
Hi Adrien, when I try to inspect GET SPLIne Data as shown on 5:46 of the video , no point are found and no data is coming out. Would you know what could be the problem? For the other nodes on the graph the data appears when I Inspect.
@junhadi5282
@junhadi5282 Жыл бұрын
the comment in the program was that the spline was 'non spatial' I am not sure what that means?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Seems like it doesn't find the spline. If it is a Landscape Spline and your are in a World Partition map, you can select the spline in the outliner and add a tag to it, and use Get Landscape Spline by tag. If it is not a landscape spline, also use the tag version.
@junhadi5282
@junhadi5282 Жыл бұрын
@@adrienlogut3482 hi, your idea works that the spline data is detected now using the TAG method. However, it seems the spline deletes everything else in the PGC volume( the trees, rocks, etc) . Is there a scale or width I should check in terms of how much it cuts or erases?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
I explained it badly in the video. You should plug your difference output in the Bounding Shape pin of the SurfaceSampler and plug directly the landscape in the Surface pin.
@danielwills2366
@danielwills2366 11 ай бұрын
@@adrienlogut3482 That returns an error that it tried to create too many points
@upfront849
@upfront849 10 ай бұрын
This does not work. I have a few landscape splines, but after doing the same setup to remove vegetation from where the splines are, nothing happens. No points appear when you select the get spline data node and the splines do not show up on outliner so I can add a tag as you suggested. When following the instructions from the new link you shared about difference node in 5.2, it also does not work.
@nilavan3295
@nilavan3295 6 ай бұрын
If you are using 5.3 and it adds a conversion node automatically, disable the conversion node and it works
@KiLaMaJiRaa
@KiLaMaJiRaa Жыл бұрын
Great Video, I followed it to a tie several times just to make sure I had it right but once I hook up the difference node and change it to binary and discrete all my other PCG components disappear instead of cutting a path. Has anyone e3lse had this issue?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
It seems to be a problem that was reported multiple times. For now I'm not sure what is happening. I'll log it on my end.
@86Dina
@86Dina 9 ай бұрын
In 5.3 version there is no "density noise" node. Do you know what node is used instead?
@adrienlogut3482
@adrienlogut3482 9 ай бұрын
It was renamed to Attribute Noise, to allow to add noise to all attributes!
@86Dina
@86Dina 9 ай бұрын
@@adrienlogut3482 thanks!
@Scizzz
@Scizzz Жыл бұрын
I'm having issues with this. I have the exact same set up as you. However first problem is my landscape spline doesn't conform to the terrain, and 2nd, when I switch to discrete in the difference node, it eliminates everything BUT the spline as opposed to the desired result of excluding the meshes along the spline. :''(
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Are you sure you plugged the difference and the source correctly in the difference node? Seems to me that you mixed them
@Scizzz
@Scizzz Жыл бұрын
@@adrienlogut3482 Nope. The Landscape Height is plugged into the source and the spline sampler is plugged into the differences. Set to Binary and Discrete. Same result. Tried restarting as well.
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
It's a bit complicated to help you within KZbin comments. You can join this discord: discord.gg/unreal-slackers there is a PCG channel where I try to answer questions from people
@ACDynamic
@ACDynamic Жыл бұрын
I'm having the same problem as well
@kasenglui5879
@kasenglui5879 Жыл бұрын
@@ACDynamic +1!Set to Binary and Discrete.and show anything
@palmajd33
@palmajd33 5 ай бұрын
For the closed spline, how did you make it into a instance?
@adrienlogut3482
@adrienlogut3482 5 ай бұрын
Not sure I understand your question? What do you mean "make it into an instance"?
@palmajd33
@palmajd33 5 ай бұрын
@@adrienlogut3482I’m sorry I guess what I mean is you premade it. How did you make it closed loop and how do you tag it?
@adrienlogut3482
@adrienlogut3482 5 ай бұрын
Ah I see, that's not really PCG related :) on the spline component, there is a Closed Loop option. And for tags, it's on the Actor directly, you can find it in the details view.
@roryobrien6655
@roryobrien6655 4 ай бұрын
For any PCG experts - if you wanted to create a spline that had a static mesh of say a brick wall, and then wanted to use PCG to place flowers or vines all alone the wall, how would that be done
@adrienlogut3482
@adrienlogut3482 4 ай бұрын
You could use the Mesh Sampler (episode 3) or World Ray Hit Query (Short Episode 1)
@MrPangahas
@MrPangahas Жыл бұрын
How do you change the spawned meshes randomly without moving the PCG bp
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
You can change the seed on the static mesh spawner node
@animationgenius880
@animationgenius880 Жыл бұрын
NOWWW WE ARE FUKING TALKING HAHAAAA
@hydeman75
@hydeman75 5 ай бұрын
in 5.3 Attribute operation is Copy attribute
@user-rz3wx8ku1t
@user-rz3wx8ku1t 3 ай бұрын
谢谢你的大力帮助
@sinan4651
@sinan4651 8 ай бұрын
is it procedural spline possible pcg roads paths ?
@adrienlogut3482
@adrienlogut3482 8 ай бұрын
Yes
@jianxinzhou1563
@jianxinzhou1563 Жыл бұрын
I tried the tutorial on my project and I find the road spline is not able to exclude trees and other stuff. The difference is my landscape is created from the Openworld template. (world partition) Not Basic. I tried my PCG Graph it works on Basic. Is this a know issue?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Probably because you can't get your landscape spline the same way on a World Partition map :) in world partition you can select the spline like any other actors. So select it and add it a tag (same thing than I did with normal spline) and get spline data by tag (again same thing than normal splines in my video)
@jianxinzhou1563
@jianxinzhou1563 Жыл бұрын
@@adrienlogut3482 Thank you for helping! I tried use the tag, but it won't generate anything anymore. I can see in the debug view the spline sample points are detected.
@jianxinzhou1563
@jianxinzhou1563 Жыл бұрын
@@adrienlogut3482 I also tried to use spline BP, it works in Basic map, but not in World Partition Landscape.
@kym2834
@kym2834 Жыл бұрын
@@jianxinzhou1563 So if i am using world partition landscape this won't work? Meh!
@animationgenius880
@animationgenius880 Жыл бұрын
What about snow environment? Is it available?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
What do you mean?
@animationgenius880
@animationgenius880 Жыл бұрын
@@adrienlogut3482 are snow environment available in the procedural generatoion?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
PCG is just a framework to construct procedural rules. You can do what you want for the meshes/ambiance you want to create and it also can blend with other systems (if you need snow interaction for example)
@tubedewy11
@tubedewy11 Жыл бұрын
Where is the road asset? Is it available?
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
It was given to me by my colleague for this tutorial but he didn't give me the authorization to publish it. You can achieve similar results with a simple mesh plane and a megascan texture!
@user-ig5uf2jx1s
@user-ig5uf2jx1s Жыл бұрын
max一键解决的事情
@Chris-yd2nr
@Chris-yd2nr Ай бұрын
This Video badly needs some edits that Spline from the landscape is very buggy.
@adrienlogut3482
@adrienlogut3482 Ай бұрын
You can't edit a video unfortunately ^^ but you're not the first one that has issues with the landscape splines, we'll have a look at it.
@chrisraven-bb4jc
@chrisraven-bb4jc 3 ай бұрын
I have tried to follow this course, but I have finally given up at this lesson. I cannot understand your speaking. It is slurred, run together and sentences are not finished. I have quite a bit of experience with Unreal and I really like the PCG concept I just found it to hard to try and follow what you are trying to say. Perhaps if you were to speak a little slower, make sure that your sentences are actually complete and give a little chat about what these nodes are doing, then we might have a chance at making the connections to the newer version engine. I am not a quitter but after going back and forth for over 3 hours and still only half way through lesson 4 I have finally thrown in the towel. It's to bad because I think you have good information to share but the presentation needs some serious work. Thanks
@adrienlogut3482
@adrienlogut3482 3 ай бұрын
Sorry you have trouble understanding me. There are subtitles which are not auto generated but written by me + you can slow the video if you need it to go slower. I'm not a native speaker so my accent is very strong :( There are also other tutorials from other amazing people, who are native speakers, so you might have a better chance with them! I hope you will come back to PCG at some point :)
@farkasvilkas5839
@farkasvilkas5839 6 ай бұрын
the nodes is completely invisible. they are too small
@kym2834
@kym2834 Жыл бұрын
As Usual half the information and of the stuff already made up, with no explanation on how to make them. Anyone have any idea how create a spine, that the "Get Spline Data" can actually see. It does not work with River Spines BTW. it just says "No Matching actor was found"
@adrienlogut3482
@adrienlogut3482 Жыл бұрын
Sorry about that, you can create an actor and add a Spline component to it. Since it is pretty common in Unreal I didn't want to extend the video, and they are lots of information/docs on how to deal with splines in Unreal! I also showed how to tag the spline to gather it with Get Spline Data
@kym2834
@kym2834 Жыл бұрын
@@adrienlogut3482 Hey, Thank you for getting back to me, Yeah I found out some different spline types, None of them work, It seems to be with something to do with World Partition, which is sad. its bit of nightmare as its still Experimental, but it seems a lot these things won't work with world partition. from my understanding.
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