Комментарии •

  • @GorkaGames
    @GorkaGames Год назад +2

    Patreon➡ bit.ly/GorkaGames_Patreon
    Discord! bit.ly/GorkaGamesRUclipsDiscordServer
    Check out MY NEW Unreal COURSE with GameDev.tv ➡bit.ly/UE5_StealthCourse_GameDevTv_GorkaGames

  • @Nomad454
    @Nomad454 Год назад +10

    There have been some changes to the static mesh spawner and it does not work the same way as this video anymore...

  • @lukelewis9927
    @lukelewis9927 Год назад +3

    Seed: variable that is used during a calculation. 'random' numbers often use your systems time (epoch) to multiply in; so if you replace the system time with your own seed, you can predict the 'random' number.

  • @Mirakuruuu
    @Mirakuruuu Год назад +8

    In case anyone wondering, u can tick the "Unbound" checkbox to populate the whole map instead of the vegetations being confined inside the box

    • @CrackedTurkey
      @CrackedTurkey Год назад

      I cant seem to find the box. Where can I find it? I tried searching it up, but all I saw was the box for post processing volume.

    • @Mirakuruuu
      @Mirakuruuu Год назад

      @@CrackedTurkey u gotta turn on the plugin my friend

    • @CrackedTurkey
      @CrackedTurkey Год назад

      @@Mirakuruuu I did. I have the pcg volume actor, and I can do everything normally. I just can’t seem to find the unbound checkbox

    • @CrackedTurkey
      @CrackedTurkey Год назад +1

      @@Mirakuruuu Sorry, I found the checkbox. I waws looking in the details panel for "pcg volume", but it was in the pcg graph for the surface sampler node.

    • @Mirakuruuu
      @Mirakuruuu Год назад

      @@CrackedTurkey yeah i forgot to tell u that. My bad

  • @orionistal
    @orionistal Год назад +4

    This will feel like home for blender's geometry node users, cool stuff

  • @jakejuan-ue4pg
    @jakejuan-ue4pg Год назад +7

    you're fast! great tutorials always. but please don't forget the RPG series

    • @GorkaGames
      @GorkaGames Год назад +1

      yeah! no no worries the series is continuing!

  • @craftedterrains3036
    @craftedterrains3036 Год назад +7

    please make a tutorial on Niagara Waterfalls :)

  • @nmatthes2927
    @nmatthes2927 Год назад +2

    A few tips: If you add a transform point nodes and connect it to another transform point node the second one will make changes relative to the first one. This is pretty helpful if you for example want to stack things on each other or want some meshes to appear next to each other
    But also a few questions:
    With which node can I tell the generator to only generate meshes within a certain steepnesslevel of the landscape?
    With which node can I tell the generator to only generate meshes certain meshes within a shape (for example by a texture) but others everywhere without borders.
    How to take care that certain generated objects do not interfer: For example if I generate a Rock, that there is no way a tree spawns there

    • @Broth3rz
      @Broth3rz 10 месяцев назад

      Is there a video of your tip?

  • @yearight1205
    @yearight1205 Год назад +1

    Behold of awesome incredible manly power of Gorka!!! Legend has it that real life is nothing more than a Gorka made game, and he's just helping us on RUclips catch up!!

  • @greenhat94
    @greenhat94 Год назад +1

    keep the tutos fast i usually i get sleepy but i'm amazed how i get to finish it lol thank you

  • @coreragestudios3430
    @coreragestudios3430 Год назад +3

    Yea but let's say your making a specific scene and some the trees are in the way how do you remove them without deleting the entire forest?

  • @Crovea
    @Crovea Год назад +3

    I unfortunately hardly see the point in this updating runtime if it requires landscape and landscape can't be edited runtime. Hope we get some news regarding runtime terrains

    • @Tempus0
      @Tempus0 Год назад

      There's a MeshToPoints node which can be used to spawn on any mesh, so a landscape is not required. As the system can work with list of points, it should be possible to make it work with anything e.g. voxel landscape for full runtime generation with only some minimal custom code.

  • @nomad7317
    @nomad7317 10 месяцев назад

    Man, you are the best tutor for unreal engine on youtube! Thanks a ton!

  • @chaver28
    @chaver28 Год назад +1

    great video bro :D

  • @Drakmour666
    @Drakmour666 Год назад +4

    Hello! Could you please show how to make procedural generation of the whole level? Or more of a corridor for a rogue like game or any other game with corridor type of levels. So that the level (or building) consists of segments that would have both the basis from which they are made: rocks, a wall, etc., as well as elements like windows, caves, drawings, which, during procedural generation, would constantly make different combinations, and due to certain rules that would limit incorrect or illogical / unplayable placement. For example, so that a cave or a door can only appear on the ground level, and a window or a tree sticking out of a rock can only appear at a height. So that you can put all the rules for the spawn of one or another part of the level and with each new generation a whole ready-made scene would be made, for example, so that in a roguelike the player does not run through identical locations. And also so that these "cube scenes" would cling to each other, too, with a certain logic, and so the whole level of a dozen cubic scenes in a line or with secondary forks would be built by itself. For example, so that there are no 2 "cubes with a cave" in a row, or that during the generation there must be a "cube" with a cave. Or that the level must contain a "cube" with an event. It would be a great video. :-) I hope I explained it well enough. :-D

  • @sebastianodegrote8427
    @sebastianodegrote8427 Год назад +2

    how do u get your trees and other things in your 5.2 world if it only supports 5.1.

  • @jonajo261
    @jonajo261 11 месяцев назад

    A seed is a RANDOM value that is used as a parameter to generate world (among other thing) to try an implement a randomness too it, for more natural-like result or simply to have a different one every time.

  • @SirkittyWasHere
    @SirkittyWasHere Год назад +2

    One of my favorite youtubers

  • @100davidtennantfan
    @100davidtennantfan Год назад

    Thank you for this video,I guess this will work with an any meshes and not just that pack right?

  • @tarareinhardt
    @tarareinhardt Год назад +3

    Good Tutorial bro keep them coming

  • @lonewolf_studio
    @lonewolf_studio Год назад +1

    If activating the debug doesn't do anything press on the PCGVolume and under Transform press on generate

  • @WiDOC
    @WiDOC Год назад +1

    Is there any rotation and scaling randomization ? Because all your meshes have the same height and rotation and it looks bad actually.

  • @chaver28
    @chaver28 Год назад

    i have a question, so i have built all my landscape in blender and brought it over to UE so i can i still use this??

  • @YEAHSURETHINGMAN
    @YEAHSURETHINGMAN Год назад +9

    Cant wait to mess with this!!!! Have a good day and when I said 20k in may... WOW, You are on an incredible roll - keep up the hard work brother!!!!

    • @GorkaGames
      @GorkaGames Год назад +1

      thank you so much man!! I know we are growing so fast!!!

  • @Drakmour666
    @Drakmour666 Год назад

    And also a general question. Is Unreal is possible to use fully with no coding? All tutorials that I see use node system, don't even remember any with coding invovled. :-D Is there anything that can't be done without coding?

  • @Broth3rz
    @Broth3rz 10 месяцев назад

    I wonder why use this when we can just use the foliage standard method which does make the placements random in your brush size?

  • @lolaswift111
    @lolaswift111 Год назад

    Thanks a lot for the tutorial. Some big trees growing horizontally on the side of the hill or moutains. How to fix the orientation ~cuz it doesn't look natural

  • @core_studio
    @core_studio Год назад +4

    I'm your fan bro keep it up

  • @TheJMBon
    @TheJMBon 9 месяцев назад

    How would you use this to insert say a path. For ex., place a path and prevent any static meshes from spawning on saud pathway?

  • @Drakmour666
    @Drakmour666 Год назад

    Oh and thanks so much for the video and the explanation of the every step! It's extremely usefull!

  • @m_nikitin
    @m_nikitin Год назад +1

    Can objects like trees be placed straight up instead of following the curvature of the terrain? Because it looks weird when they grow sideways)

    • @mickmeenan
      @mickmeenan Год назад +1

      Hey, you can apply transform points node and in the rotation section click absolute rotation and they will go straight up, dunno if you got an answer :)

  • @DeerDesigner-o2e
    @DeerDesigner-o2e Год назад

    Best YT UE5 Video In The World :)

  • @christoffereklund4794
    @christoffereklund4794 8 месяцев назад

    im running UE 5.0.3 and I can only find the procedural mesh component, I don't have the frame work plugin.
    Is that something you have to download?

  • @jd3d_cgi
    @jd3d_cgi Год назад

    Create a new level? which template did you start with?

  • @al_my_pal
    @al_my_pal Год назад +2

    Would it be difficult to make the trees, stones, and bushes interactive? Ex- cutting down trees, picking berries, mining stone, etc. . .

    • @Rehd66
      @Rehd66 Год назад +1

      I'd like to know this as well

    • @iMinx
      @iMinx Год назад

      My understanding is limited but I've been messing around and found a note that works for this because I am doing a similar thing. It's called "SpawnActorNode" Essentially, you make the actor and build the functionality like normal, then use the spawn actor node to drop them around the map for you. There is an option that defaults to "collapse actors" what that does is retain everything under PCG and you can't do anything with it, if you switch it to "no merging" it will retain it's original actor class and you can utilize its functions

  • @verender
    @verender Год назад +2

    Bro Pls make a tutorial on how to make physics based movement in first person mode like apex legends or karlson

  • @RickHenderson
    @RickHenderson Год назад +6

    Wow you totally beat me to a tutorial on this! Did you learn most of it by playing around or did you watch some other tutorials? Great work as always.

    • @GorkaGames
      @GorkaGames Год назад +3

      Thanks man! It was both, I first researched a bit online, and then started playing around until I started to get something and understand how it works

  • @SugarKaneNosey
    @SugarKaneNosey Год назад

    IT IS LITERALLY UNREAL!

  • @svrvphimprod
    @svrvphimprod 5 месяцев назад +1

    i've run into a strange problem: When I expand the "In" node I don't get any inputs other than the "in"...

    • @SICARIO-SM1
      @SICARIO-SM1 4 месяца назад

      I got the same issue, did you find a fix for it?

    • @JJZzz-ib1mv
      @JJZzz-ib1mv 2 месяца назад

      ruclips.net/video/RiEUQQXa4xA/видео.html

  • @HansangVibration
    @HansangVibration Месяц назад

    but... but... my starting "Input" Has only one pin, i cant split it nor connect it to anything. Yes, i do have the base open world map open. What is the problem?

  • @back2the90s8
    @back2the90s8 Год назад +5

    Thanks for this quick, but very informative Tutorial! This is epic!

  • @RedBattalion9000
    @RedBattalion9000 Год назад

    Thanks for uploading this!

  • @Gigabyto6SF
    @Gigabyto6SF Месяц назад

    Please, I'm stuck. In the pcg graph, under the parameters for the input, I can't find any parameter there,

  • @kuadiyuxianzhi
    @kuadiyuxianzhi Год назад

    Can PCG make animations? At present, none of the PCG tutorials mention the issue of being able to create animations. It's all about scattering objects in a thousand rate scene....

  • @FactSlash
    @FactSlash Год назад +4

    Thanks for the video keep it up

    • @GorkaGames
      @GorkaGames Год назад

      my pleasure and thanks!!

  • @mattia3843
    @mattia3843 Год назад

    This Is really cool, only thing Is that this Is different from what they showed in the demo? Like the actors where generated based on position and everything. Is It not included now or way more complex?

  • @naytbreeze
    @naytbreeze Год назад

    How can you randomize the height of the trees for example? They all look same. How would you do this with more variation in sizes?

  • @Isotop7
    @Isotop7 5 месяцев назад +1

    Plz help - When I click on the arrow down at the ''input'' in PCG I don't get the opportunities to pick landscape and so on, mine only says ''in'' like the top spot in yours?

    • @SICARIO-SM1
      @SICARIO-SM1 4 месяца назад

      I got the same issue, did you find a fix for it?

    • @Isotop7
      @Isotop7 4 месяца назад

      @@SICARIO-SM1 no unfortunatly not :(

    • @JJZzz-ib1mv
      @JJZzz-ib1mv 2 месяца назад

      ruclips.net/video/RiEUQQXa4xA/видео.html

  • @AlanAstle
    @AlanAstle Год назад

    If I'm not mistaken, the PCG plugin is official in Unreal Engine 5.1 Preview and no longer "experimental".

  • @zelfior4070
    @zelfior4070 Год назад +1

    Does that completely replace the foliage tool?

  • @oskarwallin8715
    @oskarwallin8715 Год назад +2

    Can you use this on non landscapes awell? Or does it only sample height from landscape?

    • @GorkaGames
      @GorkaGames Год назад +1

      you can also use it with other objects

    • @oskarwallin8715
      @oskarwallin8715 Год назад

      Hmm there doesnt seem to be a way to sample a Actor like we are sampling Landscape. Im guessing i would need to sample a Mesh from the contentbrowser with "MeshToPoints" instead? or did you get it to work?

  • @renebrokop
    @renebrokop Год назад +1

    This is awesome. Great stuff. Good tutorial. Thank you

  • @Lulugu
    @Lulugu 8 месяцев назад

    Can you use this to render landscape aswell?

  • @alanduprey
    @alanduprey Год назад

    I just purchased and downloaded the Rainforest Pack. When I when to do the tutorial, it did not load because it said it was used in 5.1 not 2, Am I missing something. Or did I buy it for nothing

    • @Ryan-ts6qq
      @Ryan-ts6qq Год назад

      When adding it to your project, tick show all projects, then you should be able to change the UE version to 5.1, and it will add it to your project regardless of the version you are using. Or you can create a new project at 5.1 and move the assets to your 5.2 project.

  • @rudeboy5000
    @rudeboy5000 Год назад

    Is it Possible to create small levels that's procedurally ran through the same plug-in?🤔

  • @evilleppy4330
    @evilleppy4330 4 месяца назад

    When i click the Input arrow on PCG graph i dont get all those options. I only get the input selection. No option for landscape or anything else.

    • @JJZzz-ib1mv
      @JJZzz-ib1mv 2 месяца назад

      ruclips.net/video/RiEUQQXa4xA/видео.html

  • @Rikitangoable
    @Rikitangoable Год назад

    is there options for randomized yaw etc?

  • @tejtuladhar2658
    @tejtuladhar2658 Год назад

    Are you running 1080p or 1440p?

  • @vanityvoodoo969
    @vanityvoodoo969 Год назад +1

    Nice tutorial, of course there is a but. Would be helpful if you used assets from say Quixel which are free, not assets from a nearly $90 pack.

  • @HeadlessStudios-com
    @HeadlessStudios-com Год назад

    Another Hit Tutorial!

  • @yadav-r
    @yadav-r Год назад

    Wow, this is great.

  • @sleepstudy7448
    @sleepstudy7448 Год назад +2

    What Specs u runnin?

    • @GorkaGames
      @GorkaGames Год назад +1

      gtx 1080, intel core i7 8th gen, 16 gigs ram

  • @mastermcginnis
    @mastermcginnis Год назад +1

    Great tutorial, thank you. Any tips on how to independently scale mesh entries? Also is there a way to randomly rotate meshes so they're not all oriented the same?

    • @iglenn8919
      @iglenn8919 Год назад +3

      Use Transform Points in the PCGGraph before StaticMeshSpawner. There is a rotation min and max and Use Absolute Rotation checkbox. also Scale, etc to randomly alter the meshes.

  • @BluePlaysVideos
    @BluePlaysVideos Год назад

    I wonder if there is a way to quickly make it spawn only 1 of each 100 different models in a file or nest procedural generate in another procedural generate

  • @Rehd66
    @Rehd66 Год назад +1

    How do you keep the meshes from aligning to thje terrain, since it isn't from Foliage mode?

  • @adamcook5089
    @adamcook5089 Год назад

    Really new too Unreal, I come from unity. Never used blue print graphing, its a interesting way to do certain things but I was wondering like other people how do you input these "Random" points into a list and reference them so lets say when you spawn a tree you don't have any resources lost due to it spawning on the same spot. Ot lets say "Building" where you would remove a point or a cliff or water? Maybe I got to read up on blue prints its just weird cause its like reading a function that's already pre written.

  • @alienrenders
    @alienrenders Год назад +4

    Two questions. Can you use this on ground that's a static mesh instead of landscape? And can you spawn as instances instead of separate actors?

    • @huwdb
      @huwdb Год назад +5

      There's a WorldRayHit node for projection onto non-LS, and yes it fully supports instances

  • @OfficialCloverPie
    @OfficialCloverPie Год назад

    this is interesting.., this will make it so much easier to make landscapes but it also makes me wonder, how complex of a blueprint it would have been which they showed in the presentation..., it was doing some crazy stuffs..

    • @huwdb
      @huwdb Год назад

      The demo used mostly built in nodes, as perf is far superior. There were a few BPs used though. The plan/hope is to publish the demo level

    • @OfficialCloverPie
      @OfficialCloverPie Год назад

      @@huwdb yeah.., but in that too it would have been extremely complex for those virtual textures blending materials.., i tried today to do some stuffs but could only spawn some assets.., still need to learn to add randomness in rotation..

  • @WackyGameEngineer
    @WackyGameEngineer Год назад

    Thank you, that is a great tool. Thanks for explaining :).

  • @ncwhit
    @ncwhit Год назад +1

    if im on unreal 5.1 and cant access this version yet, what do i do at 1:55

    • @eserersek1017
      @eserersek1017 Год назад

      You can grab a coffee and continue watching.

  • @OxalicDZN
    @OxalicDZN Год назад

    how did you do the ground? (new to unreal)

  • @blockify
    @blockify Год назад

    Prototypes are going to start looking like fully polished games haha

  • @magnifico_animation
    @magnifico_animation Год назад +1

    thank u for sharing

  • @buffdogg
    @buffdogg Год назад +1

    my question is what does this do to game disk size. if a big AAA studio made a game with nothing but procedurally generated textures, does that significantly reduce the file size? I would think so.

    • @dissonantprotean5495
      @dissonantprotean5495 10 месяцев назад

      Procedurally generated textures is different from procedural level creation. The meshes still exist in memory and it's probably similar performance to the foliage tool, which is to say it uses instances.

    • @buffdogg
      @buffdogg 10 месяцев назад

      @@dissonantprotean5495 so the texture procedural generation is not happening during run time of the finished game? It's run during creation and produces the texture as part of the game build process?

    • @dissonantprotean5495
      @dissonantprotean5495 10 месяцев назад

      @@buffdogg what texture are you talking about? They dont generate textures in this video

  • @dylinvary1
    @dylinvary1 4 месяца назад

    It what let me see the landscape under input to start what do I do to fix it ?

    • @JJZzz-ib1mv
      @JJZzz-ib1mv 2 месяца назад

      ruclips.net/video/RiEUQQXa4xA/видео.html

  • @JBFandom
    @JBFandom Год назад

    Hi. I have a question. What scalability did you add in the editor? did you add medium for foliage only?. Because I'm trying to figure out ways to optimize the foliage megascans assets so my dedicated gpu doesn't have to keep making it crash everytime when I use foliage megascans only sometimes

    • @Dieucreateuruniversel
      @Dieucreateuruniversel Год назад

      megascan tree are very heavy, try to simplify them, but their quality go down and they're not so beautifull after, try, I just use other tree, if you don't know it, "treeit" is a free tree maker, if you pas t some time on it that's capable to do good tree and not to heavy.

    • @JBFandom
      @JBFandom Год назад

      @@Dieucreateuruniversel oh I don't use megascan trees. Just only the small plants like flowers, grass, and bushes. But thanks for the info tho

  • @PlayCrestfallen
    @PlayCrestfallen Год назад

    How to make a choppable tree blue print work in this?

  • @mystpike6684
    @mystpike6684 4 месяца назад +1

    Please, can you pin a fix for the "nothing shows up under Input, when openning PCG Grap." ?
    You make good content but most of tutorials are outdated and I'm pretty sure it's just a little tips to solve the problems...

    • @JJZzz-ib1mv
      @JJZzz-ib1mv 2 месяца назад +1

      ruclips.net/video/RiEUQQXa4xA/видео.html

  • @StyleViewStudio
    @StyleViewStudio Год назад

    THANK YOU FOR THE TUTORIAL!
    A off remark on trees….no tree will grow on 1 square meter.This opus called a shrub. Remember -tree root system is as large as their crown,starting from 10-15 S meters when small - all the way to hundreds of square meter per crown. There are thousands of tree species - be vigilant to represent them correct,y. It will be to the benefit of your work.
    Palm trees - crown is 10-15 meters in diameter and can be as tall as 30 meters height,
    😘
    PS. My first degree is Master of Landscape Architecture….😘

    • @deathorb
      @deathorb Год назад

      your english and explainatiry skills are lacking.... I have seen trees growing on a square meter and also telling viewers what a crown is would be a good start...

  • @d_Howard
    @d_Howard Год назад +1

    That's interesting. I was following along doing what you were doing on my computer. When you got to the part where you said (at 3:30) "Click 'generate'; nothing will happen."
    Well, I didn't click generate because I didn't need to see nothing happening.
    Then later you said "Click 'debug'", and when you did that, you got a bunch of black, white and gray boxes.
    I got nothing.
    No black, white or gray boxes on my landscape.
    So I went back and redid everything, watching carefully to make sure I didn't miss anything. The only thing I could find was that I didn't click 'generate' when you did.
    So...what the heck. I clicked it.
    BAM!!
    BLACK, WHITE AND GRAY BOXES EVERYWHERE!!
    Go figure...

    • @user-bf9hy8jt3l
      @user-bf9hy8jt3l Год назад

      I have the same issue - nothing is showing for me either! I tried the same steps, including hitting generate in the same sequence and something else seems to be an issue. Any ideas on how to resolve?

    • @juleswombat5309
      @juleswombat5309 Год назад

      @@user-bf9hy8jt3l Did you check the density and size of the volume ? - Perhaps the density is too low to create any points in your volume.

  • @floriang.5794
    @floriang.5794 Год назад

    Can you put procedural paths in it?

  • @jacksnipes9094
    @jacksnipes9094 14 дней назад

    I don’t have parameters when I open the input 😢 idk

  • @theycallme3sba4
    @theycallme3sba4 Год назад

    Bro i need you to help me , i want to make a football game and i do not know how to make a pass system can you do a video about it please 🙏🏻❤️

  • @kathing3966
    @kathing3966 Год назад

    that's Crazyyyyyyy

  • @MyFpZ
    @MyFpZ 9 месяцев назад

    Could you share tree's link ?

  • @Lowly_on
    @Lowly_on Год назад

    Wait for next video: How to use Chaos Cloth Asset to get Tire deformations like in Tech Demo...))))

  • @TolisPiperas82
    @TolisPiperas82 Год назад +1

    I know that i bother you again but soooorrryy friend. Could you tell me when to wait for next rpg video?

  • @ViRiXDreamcore
    @ViRiXDreamcore Год назад

    This is a great tutorial!... but I don't think my PC is strong enough. xD RTX 2060 with 6 GB VRAM.

  • @mists_of_time
    @mists_of_time Год назад

    Great tutorial. I have to mess with it yet, but I have a curiosity: can you generate stuff on a landscape in a cubic-shaped volume only?

  • @wolfiedgr8t
    @wolfiedgr8t Год назад

    Excellent ❤

  • @matrixcode2621
    @matrixcode2621 Год назад

    unreal is now magic

  • @Sky-hl8iw
    @Sky-hl8iw Год назад

    tq4this!

  • @Phoenix4_Trade
    @Phoenix4_Trade Год назад +1

    bro what is required hardware

    • @GorkaGames
      @GorkaGames Год назад

      really what you would need for any ue5 version, pretty high haha

    • @Phoenix4_Trade
      @Phoenix4_Trade Год назад +1

      @@GorkaGames lol my computer i7 10750h and i have gtx 1650ti and have ssd and i have 16 ram

  • @sergeibargamotov8931
    @sergeibargamotov8931 Год назад +1

    Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically Basically .... you always make me lough :)

  • @Sebastiscool21
    @Sebastiscool21 Год назад

    It doesnt generate anything for me sadly.

  • @user-cw3nb8rc9e
    @user-cw3nb8rc9e Год назад

    Wrong title. Misleading. How a plugin can be procedural? You mean procedura worlds/environment c++ plugin?

  • @Willelme
    @Willelme Год назад

    Does it do splatmaps?

    • @huwdb
      @huwdb Год назад

      It can read texture assets and can also read painted landscape layer values so yes I think?

  • @Murathanaksoz
    @Murathanaksoz Год назад

    still flicker issues ...

  • @Claw94
    @Claw94 Год назад

    people already started creating with it yet here i am trying to figure out how i can download 5.2 RIP

  • @DronX_
    @DronX_ Год назад

    it's so fucking awesome!