Great video! I couldnt find anyone else explaining how to do this during runtime. Thanks.
@MarioCola8 ай бұрын
You could make this on previous versions of the engine, main difference now is performance ❤
@NicolasNosedaDev8 ай бұрын
It was not working on a packaged game on the 5.3 now it also work on a packaged game 😁
@MarioCola8 ай бұрын
@@NicolasNosedaDev I mean you could still make workarounds with pcgactors, level blueprint and BP in general, but the cost was unbearable
@naem9 ай бұрын
Salut Nicolas ! Merci pour le tutoriel vraiment très instructif ! Dans le cadre de mon projet de diplôme je vais avoir besoin d’utiliser certaines mécaniques récentes des PCG comme celles que tu présentes ici, mais comme il y a extrêmement peu de doc ou de tutoriels à leur sujet je suis pas complètement sûr de la faisabilité de mon projet. Est ce que tu serais d’accord de m’accorder un peu de temps un de ces jours pour que puisse t’expliquer dans les grandes lignes ce que j’envisage de faire ? J’aurais simplement besoin de ton avis sur si oui ou non c’est un bonne idée de me lancer là dedans. Merci beaucoup ! 🙃
@NicolasNosedaDev9 ай бұрын
Oui bien sûr voici mon mail : nicolas.noseda.pro@gmail.com, je dois créer un discord pour ma chaîne youtube mais je n'ai pas encore eu le temps de le faire, ce sera plus simple pour discuter après, pour l'instant tu peux m'envoyer ton id discord par mail et je te rajouterais et on pourras discuter 😉
@SinanWP8 ай бұрын
I wonder how can we implement this with seed like when creating new works random seed is saved and and everytime you open that seed/seed save you find the same world again and again re-playable same world. as long as no change in the world like digging or cutting trees no need to make any other save other than seed.
@NicolasNosedaDev8 ай бұрын
Yes exactly you need to add the seed in your saving system when you have a procedurally generated world like in Minecraft and use it when you start the game 😉
@LupraWorks8 ай бұрын
random gen works, only problem being that having the same seed plugged into several sets of static mesh spawners, spawns them all ontop of eachother. Any ideas?
@NicolasNosedaDev8 ай бұрын
You have to put a different seed on each sampler, if you only have one surface sampler to sample the landscape you cannot set different seed which can be a problem as everything will spawn on each other. So you can use the density filter to filter out some value for the trees and some other for the rock for example. Otherwise you have to use multiple surface sampler to add specific seed to each of the sampler ;) This video I made explain it all : kzbin.info/www/bejne/hJemfY1snJ6Np6M
@cjx-xu1wr7 ай бұрын
I found a BUG! This problem exists in 5.3-5.4. I use ProceduralMesh to create terrain when the game is running. When loading new terrain, I will expand the BOX size in the PCG blueprint by the same amount. Newly created terrains will not have PCG loaded. I need F8 to select PCG settings in outline to hide option in game to false. At this time, the terrain will load PCG. Next time I load a new terrain I need to repeat the above steps
@mayssayasmina20729 ай бұрын
Great Tutorial thank you
@Josh_Alfaro8 ай бұрын
Awesome content man! Could you possibly make a tutorial on how to use PLAs or assemblies in a PCG graph like how Electric Dreams does it? I try to make my PCG actor into mesh to use in static mesh spawner because I don’t have time to create assembly but it does not work😢
@NicolasNosedaDev8 ай бұрын
Thanks, I will check how to do that, I will do a video about that next week if I can or the week after ;)
@Josh_Alfaro8 ай бұрын
@@NicolasNosedaDev thank you!
@Josh_Alfaro8 ай бұрын
@@NicolasNosedaDev Let me know if you ever end up doing a mentorship subscription or anything like that! I would love to support you and could use some help with PCG since I am a solo dev.
@c.g.62958 ай бұрын
Thanks Nicolas for this very good tutorial (as walways :)). I am able to generate pcgs at runtime in editor but it does not work when I pacakage. Any clue? Thanks
@NicolasNosedaDev8 ай бұрын
Are you on the Unreal version UE 5.4 ?
@c.g.62958 ай бұрын
@@NicolasNosedaDev i am using 5.3. I discovered only 5.4 supports runtime pcg in packaged games. I opeend my project in 5.4... pcg are ok in editor but lots of meshes are of very wrong size in runtime. I guess there are some options to set. Any clue? 5.4 is also extremely slow on my (very good) machine.
@NicolasNosedaDev8 ай бұрын
@@c.g.6295 yeah it only work on 5.4, I dont know why 5.4 is slower on your computer it should be the opposite as they improve the GPU rendering in 5.4. For the scaling issue try to check in your pcg file they changed some stuff in pcg so maybe some of the node that you use in 5.3 doesnt work well in 5.4 or their configuration have changed
@c.g.62958 ай бұрын
@@NicolasNosedaDev merci Nicolas. I will check my nodes in pcg (big world).
@MrPangahas8 ай бұрын
does this work with landscape texture patch?to make procedural landscape at runtime
@NicolasNosedaDev8 ай бұрын
I think it could Work, you just need to make the generation with pcg then you can use the stuff from the video to make it update on runtime 😉
@MrPangahas8 ай бұрын
@@NicolasNosedaDev I assume I need 5.4 for the runtime to work?
@NicolasNosedaDev8 ай бұрын
@@MrPangahas yes it only work on 5.4
@gibsongonzales10619 ай бұрын
Is this ony available in 5.4 or is it available in 5.3
@NicolasNosedaDev9 ай бұрын
Its only available on the 5.4 😉
@DronX_8 ай бұрын
That trees has collision?
@NicolasNosedaDev8 ай бұрын
yes they do, you can set collision or not in the PCG node 'Spawn Static Mesh' ;)