PCG Biome Core Plugin Tutorial | Unreal Engine 5.4
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- Опубликовано: 25 июн 2024
- Check out my Multiplayer Survival Game Course:
smartpoly.teachable.com
Hello guys and welcome to another video. In this video we will be taking a look at the new Unreal Engine 5.4 PCG Biome Core Plugin. The PCG Biome Core Plugin is a data-driven systemic biome generator built entirely using PCG Framework. In this video, I will show you how you can enable and get started using the PCG Biome Core Plugin in your very own project. Let me know what you guys think about this in the comments below.
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Want to Learn PCG? Check out my Multiplayer Survival Game Course:
smartpoly.teachable.com
can not wait for the remastered course
me too
Me 3
Same, I’m behind on so many classes, and this was getting overwhelming to play catch up…this time I’ll stay on top of it haha
Really getting these videos out fast! Great to see these new features properly demo'ed/explained. Looking forward to course updates and new courses :D
woahh glad to see you back i havent seen your videos for months
This is fantastic! I heard them mention this at gdc but I thought it wasn’t in the 5.4 preview (like the cloth sim from marvelous) so thank you so much for making this, I’m going to dive in!
I Forgot to check this out before deleting 5.4Preview so this is great & handy to see in advance of full release. Thanks!
I'm excited to see how well this system can be implemented into my survival RPG project!
Thanks for this, I saw the plugin but didn't have time to explore. This will save me a lot of time!
After watching the first 17 seconds, I feel like recommending this video on search...lol (great video!)
Make a tutorial on mobile controls and posting to the Google Play and Apple app store. Love the new tutorials!
Please make a video showcasing how to modify the blueprints for the biome for example if I want to add more assets🙌As always awesome video
Not sure if you wait until things aren't experimental but would love to see Mover 2.0 and gameplay interactions plugins
cant wait to see how this could be incorporated in a survival game
We've had hard-core, we've had soft-core. We've even had clown-core. Now we have biome-core! [Cue guitar solo]
I would like to see next: How to create assets within the game, the player, how to export it outside of the game, or whatever is as close to this process as possible
do we still have the option to delete a single tree from the generated foliage?
Hi Smart poly, good upload thanks, please can someone tell me the difference between this new plugin and Brushify, thanks
Great video! But i was just wondering if they would eventually implement higher quality foliage and landscapes..
nope, this is a sample. I dont think they will add higher quality foliage, but you can swap it out
Will you add support for large landscape ie World Partition/level streaming so the other players don't fall out the map ;)
Do you do 1 on 1 tutoring. I have a hard time learning from videos and really want to learn UE5. Willing to pay a fair rate.
I don't get it, it looks like pcg videos I've seen before biome core came out. What is it doing that I'm not seeing in previous pcg landscape videos where people are making forests and lakes?
Why is the display not updated ,when I move 'For example BP_PCGBiomeVolume' box,And all the trees have disappeared
how can you randomly rotate or move those splines at runtime,so theyd be slightly different everytime?
You'd use Blueprints for that
I've tried to take the BiomeCore and its biome setups and put it into a new level with a generated landscape and for the life of me it refuses to generate anything. Debug shows the colored areas but it won't spawn anything. Inside the BiomeCore it says "[PCGPartitionActor_25600_0_-1_0] Error: Array index 25 was out of bounds for TextureArray at path '/PCGBiomeSample/Tiles/Flow.Flow'. And it says this for a bunch more. I'm not sure how I can get an index out of bounds from the official sample content. Was it just packaged with an error? Is this even an error holding back the spawning? Why would it spawn debug cubes but not the static objects? My Biome Cache Cell Size is set to the same as in the sample - 800,800,1600. The volume does overlap the terrain. I'm not sure if the volume should be static or moveable. I feel like static makes it process faster.
5.4 PCG is not out of the box friendly at all.
Do you by any chance offer a discount on the survival course?
Bro its $59.99 from $397
Love this feature but i have my concerns.. When im really making a big ass map, lets say 10x10 Landscapes (200x200km) will this crash or smoke my pc ?
the pcg it self only helps on placing them, optimization is on you, not the pcg.
Use wp
terrain texture still cant be influenced/changed by the pcg spline?
I would like to know this as well.
Im waiting the release of 5.4 but I truly want to download the beta and start messing around.
there will be no fundamental changes, optimization of multi-threading and minor improvements to previous concepts
@@Lourens_group i know, is just on 5.3 have multiple crashes on the beta.
@@Inugamiz Preview version 5.4.0 is now available to everyone at Epic games launcher.
Just a heads up that certain features actually aren’t in the 5.4 preview (including realtime clothing simulation from marvelous designer imports, as shown at gdc) - they will only appear in the full version on April 20
Could you explain motion matching please ❤❤😊
when the course on multiplayer fps comes out I will make a credit to my bank and I bought it directly, when will it come out please I can't wait lol
Como faço para usar um bairro real como mapa do jogo?
My question is if this removes the limitation Current PCGs have with a ton of small points, For instance grass, When you have a large PCG with dense grass eventually the PCG stops spawning the grass unless the volume is smaller or the grass is lightened/less dense, Does this now fix it?
use landscape procedural grass through the landscape material. Dont use pcg for open world grass, only larger things like rocks, bushes and trees
@@SmartPolyI think there's a setting in the mesh spawner node to make it landscape grass, could be wrong at what it actually does
Use LGT for grass
@@ethanwasme4307you can also use different components in the static mesh spawner node
@@MarioCola Currently in 5.4 I am getting way better results in PCG for grass instead of LGT, LGT gives me undesirable effects especially for ground rocks and such, Plus you can just clear the link and generate somewhere else to fill in a world
can you randomize at runtime?
In theory yes
To bad you cant create a new landscape in new world. It crashes saying out of video memory. I have a rtx 3080 16gb of video memory gddr5. 2 tb nvme hard drive. And 16gb ram
If you have 16 Gb of VRAM then you are running on a laptop, which is unfortunate because there's no easy way to upgrade, and for 5.4 you really want at least 32 Gb RAM and preferably a 24Gb VRAM card.
Hi Smart poly, I am thinking about paying for your course but very sorry I really don't like cartoon like trees , No 1 in you're course and no 2 what horrible trees and other things you are showing here in this biome pack / plugin, so please can you do another tutorial on how to use real trees and other real things from mega scan s to this biom plugin , please show us how to customize this plugin with real trees and other real life looking things, but anyway thanks for all your good and very helpful uploads .
all i need is pcg 😢
😃 "Promo sm"
This is such a copy from the Enfusion engine 🤣
sorry, i gotta say, this isn't really a tutorial, and i wouldn't check out the course if this is how you teach things..
OMFG They literally stole my buddies tech. My friend designed this shit and is selling it on the asset store this IS his work... holy fuck. They are literally taking top selling items from the store and stealing them.
Hi i was thinking the same , are you talking about Brushify,