Adrien Logut
Adrien Logut
  • Видео 12
  • Просмотров 173 585
Unreal Engine 5.4 PCG - New Features Ep 2 - Spline surfaces/subgraphs with loops and feedback
New series of videos to learn how to use the Procedural Generation Content plugin in UE 5.4.
Link to GitHub for tutorial material: github.com/Amathlog/TutorialPCG
My twitter if you want to be notified for future videos: amathlog
Link of the Unreal Source Discord: discord.com/invite/unrealsource
Link to tutorial in Epic Dev Community: dev.epicgames.com/community/learning/tutorials/j4xJ/unreal-engine-introduction-to-procedural-generation-plugin-in-ue5-2
PCG documentation: dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation--framework-in-unreal-engine
00:00 Intro
01:15 Recap on Episode 5
01:56 First example: Sample on spline surface
03:26 Importance of Boundi...
Просмотров: 6 657

Видео

Unreal Engine 5.4 PCG - New Features Ep 1 - Array of meshes
Просмотров 9 тыс.6 месяцев назад
New series of videos to learn how to use the Procedural Generation Content plugin in UE 5.4. Link to GitHub for tutorial material: github.com/Amathlog/TutorialPCG My twitter if you want to be notified for future videos: amathlog Link of the Unreal Source Discord: discord.com/invite/unrealsource Link to tutorial in Epic Dev Community: dev.epicgames.com/community/learning/tutorials/j4...
Unreal Engine 5.3 PCG - Short Ep 2 - Custom Blueprint Node Follow-up - Point processing
Просмотров 2,4 тыс.6 месяцев назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2/5.3. This short second video talks about: * Use the point color for debug color * Point processing in Blueprint nodes DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: docs.unrealengine.com/5.3/en-US/experimental-features/ Link to GitHub for tutorial material: gith...
Unreal Engine 5.3 PCG - Ep 6 - Custom Blueprint Nodes
Просмотров 8 тыс.10 месяцев назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2/5.3. This sixth video talks about: * The limit of the select points node * How to create oue own custom blueprint node, for your custom logic * What are the advantages and drawbacks of BP nodes DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: docs.unrealengine.com...
Unreal Engine 5.3 PCG - Ep 5 - Parameters and runtime execution
Просмотров 10 тыс.10 месяцев назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2/5.3. This fifth video talks about: * How to create generic graphs in PCG with Graph Parameters * How to create Graph Instances * How to Generate at runtime, switching graph/parameters DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: docs.unrealengine.com/5.3/en-US...
Unreal Engine 5.2 PCG - Short Ep 1 - Sampling on any static meshes
Просмотров 13 тыс.Год назад
Testing a new format to learn specific uses of the Procedural Generation Content plugin in UE 5.2. This first short video talks about how we can sample on something else than a landscape. DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: "docs.unrealengine.com/5.1/en-US/experimental-features" Low-poly trees from "Aditya Graphical": sketchfab.com/3d-mo...
Unreal Engine 5.2 PCG Plugin - Ep 4.1 - Update on Splines + Discord/FAQ
Просмотров 5 тыс.Год назад
Hi everyone! Quick video to give you an update on the final version of 5.2 that changed how the Surface Sampler is working, making the previous tutorial with Splines not working. Previous tutorial: ruclips.net/video/IE9Evj5suYA/видео.html DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: "docs.unrealengine.com/5.1/en-US/experimental-features" My twitt...
Unreal Engine 5.2 PCG Plugin - Ep 4 - Splines
Просмотров 20 тыс.Год назад
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, ...
Unreal Engine 5.2 PCG Plugin - Ep 3 - Mesh sampler, Density filtering and Subgraphs
Просмотров 18 тыс.Год назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2. This third video talks about: * How to get an actor from the scene * How to sample points on a mesh * How to transfer one point cloud into another point cloud reference * Density filtering with either random noise, or using a dot product with a reference vector * Use a graph in another graph, to chain compu...
Unreal Engine 5.2 PCG Plugin - Ep 2 - Bounds and exclusions
Просмотров 26 тыс.Год назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2. This second video talks about: * What are the points bounds and how they influence the generation * How to remove overlapping points in the same point cloud. * How to remove overlapping points between 2 point clouds * How to quick profile the graph, to detect nodes that takes a lot of time DISCLAIMER: This ...
Unreal Engine 5.2 PCG Plugin - Ep1 - Introduction
Просмотров 55 тыс.Год назад
Series of videos to learn how to use the Procedural Generation Content plugin in UE 5.2. This first video talks about: * How to setup a project to use PCG * How to scatter points on a landscape * How to spawn static meshes on those points * How to introduce randomness in meshes. Episode 2 is out! ruclips.net/video/LyPK7MZT1pM/видео.html DISCLAIMER: This plugin is still in experimental mode, to ...

Комментарии

  • @rglinehan
    @rglinehan День назад

    in case no one has said this to you today, I love you. Started my first indie project in UE5.4 with 0 experience and I spent my entire day trying to get my meshes not to float. Thank you!

  • @asdasasdas879
    @asdasasdas879 3 дня назад

    nice tutorial ;D is it possible to change the value of the created parameters (for example the one for tree density) with a slider during runtime? if yes, how should i approach this?

    • @adrienlogut3482
      @adrienlogut3482 3 дня назад

      Yes you can :) I showed how to set them in a BP, you just have to call the set function when your slider change. As for doing a slider, that's out of the scope of this tutorial, but I'm sure you'll find other tutorials for that.

    • @asdasasdas879
      @asdasasdas879 3 дня назад

      @@adrienlogut3482 can you explain a bit more detailed how i would create the function to set treedensity in a blueprint pls :c ? think i know how to do the slider when i got the function

    • @adrienlogut3482
      @adrienlogut3482 3 дня назад

      It's in the video ;) ruclips.net/video/0NQAQPaJ8ko/видео.html

  • @tallere1781
    @tallere1781 4 дня назад

    God tier tutorial jesus i thought that i would have to download the source code and make a mesh array pin so that i could easily change meshes in blueprints

  • @MatijaErceg
    @MatijaErceg 4 дня назад

    Thanks for this. Recommend leaving out the music in future videos.

  • @adrienlogut3482
    @adrienlogut3482 5 дней назад

    Hey there! Adrien from the future ;) for all the people who watch this video and are on 5.4 and beyond, the landscape pin doesn't exist anymore! Use the "Get Landscape Data" node instead!

  • @Dhieen
    @Dhieen 5 дней назад

    Its sooo long and tedious to setup parameters, i hope they will simplify it later, like drag n drop the params from the graph settings tab to the graph insteand of having to search the node, and renaming with f2 or double click on the parameter

    • @adrienlogut3482
      @adrienlogut3482 5 дней назад

      Perhaps :)

    • @Dhieen
      @Dhieen 5 дней назад

      @@adrienlogut3482 are you directly working with epic ?

    • @adrienlogut3482
      @adrienlogut3482 5 дней назад

      Yes :p

    • @Dhieen
      @Dhieen 5 дней назад

      @@adrienlogut3482 alors c'est prévu ces améliorations ? :p

    • @adrienlogut3482
      @adrienlogut3482 5 дней назад

      @@Dhieen Pour des trucs plus complexes, ca va se passer avec des data assets (mes dernières videos en parlent). Pour le drag and drop, oui c'est prévu pour 5.6

  • @Igotthatjizz
    @Igotthatjizz 7 дней назад

    find nothing in the input under 3:50

    • @adrienlogut3482
      @adrienlogut3482 6 дней назад

      Landscape is now retrieved with a Get Landscape Data node

  • @dimitrisyo123
    @dimitrisyo123 10 дней назад

    what is the clean way to do the order of execution now on newer versions? Thank you

    • @adrienlogut3482
      @adrienlogut3482 9 дней назад

      With the gather node and the pin Dependency only

  • @Alternatywny_1
    @Alternatywny_1 10 дней назад

    1:41 I’m stuck at this point in the film. When I debug, nothing appears on the map. Additionally, nothing is displayed in the window at the bottom left either, as if something is broken in my engine, and I don’t know how to fix it. I’ve spent a long day trying to figure it out. Would you be able to help me with this? Thanks in advance! Edit: When I'm inspecting surface sampler there is "no data available" information :(( But when I'm doing literally same pcg in 5.3 version it works very good.

    • @Alternatywny_1
      @Alternatywny_1 10 дней назад

      I randomly found the solution somehow. There's something called PCG Volume (which I had never heard of or don’t remember), and I didn’t use it to generate objects. It’s a strange thing because I don’t recall using something like this before. But it could be that I used it once, and then when I made a sample of that map for other projects, I completely forgot about the existence of this PCG Volume, which is why nothing was working. But I feel great that I found the solution myself after struggling with it for almost a day, haha.

    • @adrienlogut3482
      @adrienlogut3482 9 дней назад

      PCG volume is the simplest way to have PCG working :) in the video I drag the graph in the map which automatically create a PCG volume with this graph assigned. If you tried with a custom actor, that's different ;) PCG needs bounds to generate that's what I explain in the second part!

  • @mclothmann
    @mclothmann 13 дней назад

    Could this also be done with level instances? I havent been able to get that to work, meshes works like a charm tho :D

    • @adrienlogut3482
      @adrienlogut3482 13 дней назад

      Yes it's possible though a bit more complex. You can convert level instances to PCG data assets. The selection process is the same as meshes, but to spawn them you have to use the Load PCG data asset node and use the copy points node. From there you can spawn the associated meshes. I don't know if you can spawn level instances directly as actors too, if that's another possibility

    • @mclothmann
      @mclothmann 13 дней назад

      @@adrienlogut3482 Ye its weird, I have the exact same setup but instead of meshes a PCG data set in my structure, no matter what I do the Load PCG data node keep throwing a "unable to load PCG data" ? - I already found a way to do it by using a int multi selection node but this way you have all the PCG data assets loaded in the graph at all times. So doing it with data assets would be more beneficial haha. Anyhow, thanks for the quick reply! Your work is impressive

    • @mclothmann
      @mclothmann 12 дней назад

      @@adrienlogut3482 After a bit more trouble shooting I actually got this to work! Thanks for the guidance! Funny enough, I was watching the advanced PCG vid from Unreal fest and they went over the same approach, i just skipped it lol

  • @w9w9bc
    @w9w9bc 13 дней назад

    How do I output an Audio related Component that I have set up in my Blueprint? PCG Graph mesh, but I want to expose the Do you know how? For example, place an AudioComponent on a tree! **Support attached**. drive.google.com/drive/folders/1vJw2zBW5b8vu4fzIrB93lxX5mVn1XEL6?usp=sharing

  • @zakaria20062
    @zakaria20062 18 дней назад

    greate video i hope can help me in this i have static mesh spawned from Dataprep in static mesh have tags , it possible to create PCG to sample static mesh from word actors for same propopse ?

    • @adrienlogut3482
      @adrienlogut3482 17 дней назад

      Not easy in 5.4 but feasible. You can try to extract the path to the static mesh using Get Actor Property and pass it into a Mesh Sampler. In 5.5, there will be an option "From Input" on the mesh sampler that will allow you to sample an actor directly, utilizing the Geometry Script API to convert a Scene component to a Dynamic mesh. This will on top of that allow for Vertex Instanced Color.

  • @Dhieen
    @Dhieen 18 дней назад

    If i add anotehr pcg forest in my scene i have my trees on the inside of the curve cutout that are spawned 2 times, how do i fix that?

  • @tobskii1040
    @tobskii1040 20 дней назад

    really cool! Thanks for the videos

  • @alexkenley1
    @alexkenley1 22 дня назад

    awesome vid dude thanks

  • @pure9190
    @pure9190 23 дня назад

    Is there a way for me to use pcg setting similar to mesh array in video and change the pcg setting instance at any time

    • @adrienlogut3482
      @adrienlogut3482 22 дня назад

      The logic I show there works for any Object, as I'm working with paths. It would work with Actors, or any object actually.

    • @pure9190
      @pure9190 22 дня назад

      ​@@adrienlogut3482 Thank you very much for your reply. The problem I encountered was that pcg setting assets needed to be instantiated before it could be used normally, and this operation was completed automatically when I dragged pcg setting into pcg graph. I could not find a way to create pcg setting instance manually. And what I get through the path is only a pcg setting path reference, not the model and material path in it

    • @adrienlogut3482
      @adrienlogut3482 21 день назад

      IIRC you can right click on a node and create an instance out of it

    • @pure9190
      @pure9190 15 дней назад

      I found the answer, just use PCG Data Assets instead of PCG Setting, right click the Asset operation in the level to create PCG Data Asset from the level, then use Load PCG Data Asset node in PCG Graph, use blueprint variable to override the asset input, You can freely change the Data Asset you use

  • @Rafa-yk6bj
    @Rafa-yk6bj 23 дня назад

    Great job. You helped me a lot. Now, I would like to Create Points Grid around only the trees. Can you (or someone else) help me with this?

    • @adrienlogut3482
      @adrienlogut3482 22 дня назад

      It depends where you want to do it. If you want to do it in the loop subgraph, you could use a Branch node and use a compare node to compare your ID to the one you want to work from (like Tree) and plug it in the Output to B override of the Branch node (like I did with the debug node). Then you can work from there with only the tree points (you can even add those points to the Previous Points data, to take them into account into the difference nodes for the other IDs. Or if you want to do it in the main graph after all is spawned, you could add an "Add Tags" node just before plugin the data into the Out pin of the output node, the tag being the ID. Then in the main graph, you can use "Filter data by Tag" -> Tree for only getting the point data associated with the trees.

    • @Rafa-yk6bj
      @Rafa-yk6bj 22 дня назад

      @@adrienlogut3482 I did as you said in the second version. It turned out brilliantly. I did: Trees -> Boulders -> Grass. Thanks to this additional change, I also added Mushrooms around the trees. After adding "difference" and connecting the "outside filter" there, mushrooms don't grow on the rocks. Perfect. Huge thanks!

  • @PlagueDoctorJL
    @PlagueDoctorJL 23 дня назад

    Hi Adrien. Is there any way to prune static meshes after spawning? The issue i'm having is that the static meshes I'm spawning do not have similarly sized bounds, so ideally I want to be able to remove collisions AFTER spawning and calculating those bounds accurately. e.g. I have a tall slim tree, and a wide short tree, in the same mesh entry array on the static mesh sampler node.

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      No you can't you have to prune it before. Once they are spawned they can't be removed. So you have to assign the meshes before hand, partition your points on the mesh attribute, pass it into a loop subgraph to extract the bounds. This video might help you ruclips.net/video/Q_NoeoPP3zE/видео.htmlsi=pd8jFPhvXQl3LdIX

    • @PlagueDoctorJL
      @PlagueDoctorJL 22 дня назад

      @@adrienlogut3482 That was perfect! I've implemented this and it's doing exactly what I needed. Thank you so much for the help!

  • @Dhieen
    @Dhieen 23 дня назад

    Im on unreal 5.2 and im stuck as alot of people on the part at 4:30 (or something), the spline doesnt remove the foliage or remove all, whats the solution? Ifi put the mode Inferred in the Difference nothing is happening, if i put the discrete mode, everything is gone

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      Check the follow up video ;)

    • @Dhieen
      @Dhieen 22 дня назад

      @@adrienlogut3482 ok ty!

  • @Dhieen
    @Dhieen 23 дня назад

    About grass, what if i spawn them with the landscape grass thing? should i undo that and spawn it with pcg only? because its colliding with all the pcg elements

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      We don't interact with the landscape system, so you won't be able to remove intersection with PCG. You'll have to do all in PCG. But grass (or any highly tight and dense mesh placement like foliage) is not fully ready with PCG as it generates a lot of points and can quickly reach Out of Memory or tank your framerate.

    • @Dhieen
      @Dhieen 22 дня назад

      @@adrienlogut3482 oooh ok so pcg is not perfect yet lol, but if its a grass clump (multiple blades in one mesh, nanite), its ok no?

    • @adrienlogut3482
      @adrienlogut3482 22 дня назад

      The main issue comes to the fact that each grass position will be a point, on the CPU that would then be added into an instanced static mesh component. But the first phase of creating the point might overload your RAM (depending on how you do the generation, you will need to partition the component to be sure you don't get OOM and benefit naturally of the streaming system). But try it, that's the best way to verify :D

  • @Dhieen
    @Dhieen 23 дня назад

    Merci pour ces tutos de malade!!

  • @visusarts
    @visusarts 24 дня назад

    Great video. Is there perhaps any way to do this with Packed Level Actors instead of Static Meshes?

    • @visusarts
      @visusarts 24 дня назад

      Basically is there a way of achieving this with Spawn Actor node instead of Static Mesh Spawner?

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      Spawn actor can also use an attribute for spawning, it's Spawn Attribute setting on the node. The rest of the logic is the same, you assign a path to an actor to spawn to each point.

    • @visusarts
      @visusarts 10 дней назад

      @@adrienlogut3482 Thank you so, much I finally did get it working with Packed Level Actors. I did notice one issue is that when I use the Spawn Actor node in a blueprint with splines, and I want to add a point on the spline with normal ATL-Drag method in editor it crashes unreal. This doesn't happen with Spawn Static Mesh node. If I clear the pcg I can then add the spline points and regenerate without crashing, so is their a small setting I am perhaps missing? Using UE 5.4.4.

    • @adrienlogut3482
      @adrienlogut3482 10 дней назад

      You're not the only one that reported that, I have this on my stack will try to fix it for 5.5

    • @visusarts
      @visusarts 10 дней назад

      @@adrienlogut3482 Oh great, thank you so much again :)

  • @NorwinLabs
    @NorwinLabs Месяц назад

    Is there a reason that my PCG volume stops generating foliage when used on a procedural mesh? I am using a procedural mesh for my landscape and a pcg volume for foliage. After a specific chunk, the foliage just stops. Any reason why you know of?

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      What do you mean, "after a specific chunk"?

    • @NorwinLabs
      @NorwinLabs 23 дня назад

      @@adrienlogut3482 It just looks like only a small square is being generated when the pcg volume is much larger than what is actually being generated

    • @adrienlogut3482
      @adrienlogut3482 23 дня назад

      @@NorwinLabs So if you increase the size of your volume (while not changing your mesh) it doesn't update correctly? If you are changing your mesh, you will need to force regen (Ctrl + Click generate) because we can't catch changes to meshes sampled with the World Ray Hit.

  • @sergeyfilin5204
    @sergeyfilin5204 Месяц назад

    I finally realized what input and output nodes are for! Thank you!

  • @mrsmit9560
    @mrsmit9560 Месяц назад

    Amazing series on PCG thank you so much! If I want to exclude a spline from this setup, where do I need to connect the difference node? Or does this only work in the "old" setup?

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      You probably want to do the difference after the landscape projection but before spawning.

  • @kenjixo
    @kenjixo Месяц назад

    Hello there Adrien! I get everything to work almost till the end, as soon as I am connecting the Projection node, all the meshes spawned disappears, its weird as I am not doing anything different. Do you reckon which could be the common mistakes in this process? Thank you a lot in advance for sharing this knowledge.

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      Do you have a landscape? If not, and you are using the World Ray Hit query, there is a limitation that the bounds of the actor needs to overlap with the meshes you wanna project on. So you have to add a box collision on the BP actor that would encapsulate the spline and the mesh you want to project on.

  • @sergeyfilin5204
    @sergeyfilin5204 Месяц назад

    Awesome video! Thanks a lot for sharing!

  • @WillemGrooters
    @WillemGrooters Месяц назад

    I followed these tutorials in UE 5.4.3, and found an anomaly: When switching on Inspect, no matter what node, no data is shown at all: "No data available", but it all works

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      You have to select the component you want to inspect in the bottom left!

    • @WillemGrooters
      @WillemGrooters Месяц назад

      @@adrienlogut3482 Found that already.

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      @@WillemGrooters 👍

  • @looniper3551
    @looniper3551 Месяц назад

    New content for me, was hopeful I could put it to use, but it seems to be defective in the current version. Input doesn't expose anything, and working through the cpp, I'm reminded why I retired.

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      Indeed input pins are deprecated now, you can have access to the landscape with Get Landscape data node. Have a look to later videos, PCG is in active development so a lot have changed between 5.2 and 5.4

  • @alicechaix7936
    @alicechaix7936 Месяц назад

    Hi ! Thank you very much for your great tutorial :) ! I have an error message on the static mesh spawner "Attribute 'Mesh' is not in the metadata" and because I'm a beginner I don't understand where the problem comes from :/ . How can I fix it please ?

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      Hey! It's pretty easy, it means you don't have an attribute named "Mesh" in the incoming point data of you static mesh spawner. In the tutorial, meshes are assigned to point with the match and set attribute, and you can inspect the result of the match and set to see the name of the attribute :) just use that one in the static mesh spawner!

  • @Gamer_Bastian
    @Gamer_Bastian Месяц назад

    Hi Adrien, great video as always! May I ask a question here: I struggle a bit with the "Attribute Filter" node - I simply want to filter all points against a threshold, lets say $Position.Z > 1000. I can easily do that using a "Constant Threshold" and set the value - but how can I parameterize that, e.g. using a parameter? I dont know what to put into the "Threshold Attribute" pin to achieve that without hardcoding it.

    • @adrienlogut3482
      @adrienlogut3482 Месяц назад

      It's pretty easy actually! If you uncheck Constant Threshold you have a new pin Filter that appears. That's for another data that will be used as the threshold. So if you plug an attribute set (like with a Graph Parameter or a Create Attribute node) into the filter pin, you can set the threshold attribute to @Last or the exact name of your attribute in the attribute set for it to be used as a filter

    • @Gamer_Bastian
      @Gamer_Bastian Месяц назад

      @@adrienlogut3482 Perfect - "@Last" was the part I was missing - thx a lot, worked like a charm!

  • @PsijicV
    @PsijicV Месяц назад

    Hello, I don't see any points generated - how should I fix it?

    • @PsijicV
      @PsijicV Месяц назад

      Found: I use default floor instead of landscape

  • @aren-joebizdikian5236
    @aren-joebizdikian5236 2 месяца назад

    Hello Adrien. Thanks for your awesome videos. I realized that you were also part of the Electric Dreams deep dive video. I was wondering why in the sample your guys used a union node before each difference node but you did not use it this example. Thanks

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Hello! The default behavior for the difference node is to do an union, so implicitly we have a union done. You can add a union node before if you want to be explicit. Note also that those videos are from me when I was less knowledgeable about the system, so there might be some places I did something not useful or optional!

  • @필살마그마웨이브
    @필살마그마웨이브 2 месяца назад

    감사합니다!

  • @elannal6281
    @elannal6281 2 месяца назад

    Does anyone know how he created that reroute pin at 2:18 without opening the menu?

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      I didn't create it, it already existed :)

  • @MowGohhldRequired
    @MowGohhldRequired 2 месяца назад

    4:03 will not work anymore on UE5.4. Instead search for "Get Landscape Data"-Node and connect it to "Surface Sampler". No need to connect "Input node".

  • @ArtTstudent
    @ArtTstudent 2 месяца назад

    Can there be actual documentation on this? If not for your video, how would new users understand the system.

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      There are some on the Unreal site. Otherwise it's a beta plugin, it comes with less documentation that's the contract.

  • @darman117
    @darman117 2 месяца назад

    Hey mate how would i go about replacing the static mesh with a replicated collectable actor?

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Change the mesh in the mesh and ID struct by an actor reference, and change the static mesh spawner by a Spawn actor, with no merging option, and in actor attribute reference the name of your attribute containing the actor reference

    • @darman117
      @darman117 2 месяца назад

      @@adrienlogut3482 any idea how i could spawn it as a mesh and have it change to the bp when i interact with it? cheers love the channel

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      That's not PCG related then, you'll have to add another system that replace the instanced mesh by actors when the player is close.

    • @darman117
      @darman117 2 месяца назад

      @@adrienlogut3482 cheers! Your channel is brilliant

  • @outpost137games2
    @outpost137games2 2 месяца назад

    The text on these nodes are so hard to read. Video quality is not sharp even on 1440p.

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Yeah it's the first videos, learning it the hard way. You could always try to use a plugin to zoom on the video. Though watching it in 1440p, it's pretty sharp to my eyes.

  • @soonhosong2711
    @soonhosong2711 2 месяца назад

    Hi, I'm wondering I want to adding a 'Priority' same a like the previews tutorial video(array of meshes) because I want to control each tree or rocks a different 'Priority'. I assume probably it should be add 'Tuto_MeshAndID' to adding 'Priority' as a 'Float' and somehow in the 'PCG_Tuto_SampleOnSpline' for the actual function. Could you give a some idea? Thanks

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Answered you on Discord too but for the other I'll post it there: If you add a priority value to mesh and Id, you'll just need to add that priority value as a weight attribute on the match and set attributes (like in the first video)

  • @soonhosong2711
    @soonhosong2711 2 месяца назад

    This is exactly I was looking for. You are hero! Thanks!

  • @darman117
    @darman117 2 месяца назад

    How do i make sure things dont spawn on top of eachother?

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      You can check other videos, such as episode 2, for bounds and exclusions

    • @darman117
      @darman117 2 месяца назад

      @@adrienlogut3482 cheers mate

    • @darman117
      @darman117 Месяц назад

      @@adrienlogut3482 hey sorry for all the questions how do i filter slope for pcg?

  • @alu5410
    @alu5410 2 месяца назад

    Hi Adrien, Now I want to do MeshSampler Loop in PCG, but after I feed the data as your video in 5.4 New Features EP2, Mesh sampler tells me "only first data item will be used", How can I finish this loop, I don't want to use the Rayhit node, Mesh sampler can have more choice... thank you.

    • @alu5410
      @alu5410 2 месяца назад

      Solved it... Just need to do another Loop...😅 and the Loop logic of PCG is very hard to understand... Lack of a clear cut direction to something like index and loop content as traditional programing language...

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      That's unfortunately a big limitation of a graph approach for programming. The best way to do what you want is to partition the data, so that all points in a given data has the same mesh. Then loop on those data. You can use Get Attribute from point index, index 0 because you know all points have the same mesh.

  • @mingjyunhung6651
    @mingjyunhung6651 2 месяца назад

    Thanks for this good tutorial. Is there any way to further create an exclusive region (like volume or another spline region) inside the spline region?

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Yes of course, you can use another spline with the same sampling method and add that to the difference. Or another primitive and get it with Get Actor Data

    • @mingjyunhung6651
      @mingjyunhung6651 2 месяца назад

      ​@@adrienlogut3482 Thank you for the advice! I somehow used a volume sampler to filter out that area!

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      That would work but it is very inefficient ;)

    • @joelschroder7579
      @joelschroder7579 2 месяца назад

      @@adrienlogut3482 Thanks for your great tutorials! How would you go about doing this? I am trying to use a difference node on two surfaces from spline before I send the surface into the recipe spawning loop, but the conversion returns a grayed out line. Debuging the difference looks correct, I have my original surface with a hole where the other surface is.

  • @mahmudhossain4917
    @mahmudhossain4917 2 месяца назад

    How can you spawn some meshes in order? Let's say I passed a TMAP with StaticMesh and Int32. StaticMesh stores SM and int32 stores its order. How can I use that to spawn in order?

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      PCG doesn't support reading maps in the graph. Though if you want it to be in order from the array of meshes, you can use Copy Attributes. It will copy mesh 1 to point 1, mesh 2 to point 2 etc... Looping on the meshes.

  • @brianhicks4513
    @brianhicks4513 2 месяца назад

    My God I struggled through the 5.2 videos thinking that was all there was (despite significant changes between 5.2 and 5.4) and now.. I find this. Hahahaha

  • @MrGeek76
    @MrGeek76 2 месяца назад

    Hey, ty for this tutorial! I don't have anything else than "In" when I open the Input... What did i miss ? :(

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      We deprecated the input pins, so you'll have to use Get Landscape Data and Get Actor Data for the equivalent :) Have a look to more recent tutorials!

    • @MrGeek76
      @MrGeek76 2 месяца назад

      @@adrienlogut3482 great! ty for your quick answer :) I'll definitely follow your serie for PCG

  • @linqingvs
    @linqingvs 2 месяца назад

    hi,i follow this video create pcg_graph,why i use projection function always is invaild,it can't project points to landscapes (ue5.4.2)?🤔🤔🤔

    • @linqingvs
      @linqingvs 2 месяца назад

      i get the correct projection replaced "World Ray hit Query" with "Get Landscape Data“.

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 2 месяца назад

    wow

  • @herblewis6250
    @herblewis6250 2 месяца назад

    Sad that this is already out of date.

    • @adrienlogut3482
      @adrienlogut3482 2 месяца назад

      Living on the edge, no time to waste! Most of what is described here can be found in later videos, with the up to date way of doing it. You can check the Ep 1 and 2 about new features ;)