At around 5:20 when adding your tree meshes, instead of creating empty array elements and dragging each mesh indivualy, you can select all meshes and drag and drop onto the 0 array elements label. UE will create an element array for each mesh. Also later on with the saplings and seedlings.
Incredibly helpful. Been making my first pcg for the last couple days and had no clue you could do those instance static mesh parameters. Thats going to help a ton.
Amazing tutorial. As you were fast in showing still i understood. Need to watch this video again as i'm new in unreal. Final output is amazing..... Please make more videos like this
i got UE today, this is the first tutorial i followed but my computer specs enough. thanks for making it easy enough to follow, i appreciate your taking the time to share it with us in a clear and concise way, its given me a good idea of the processes i may have to go tru in the future if i do get what i need.
Lol this is wild, was looking for a tutorial that treats PCG a bit more cloner-like and you've done it exactly as I'm gonna need it. Also thanks for the texturing tips as I get back into 5.4, uploaded 4 days ago LOL just amazing, thanks!
A question regarding the TextureVariation node from the master material. Was the HQ Edge Comparison (SB) input also Promoted to Parameter and specified a value? I saw a node connected to it at 13:33, but it wasn't addressed in the video.
Hi ! No to keep it simple I just used random scale and rotation, however you can promote all of them to parameters to experiment with for the purposes of learning Just using random scale and rotation (true) will work just fine -Shaun
Hii there thank you for this tutorial but I would like to ask you something, When I add boxing it makes the trees go outside the entire map how can I fix it ?
Hi ! I have a big problem, but when I am trying to set the parameters from the graph settings(min 5:14) it seems that there is no array button near the static mesh one and i don’t know what to do 🥲. Anyone else have this problem ?
6:14 damn I was hoping to get this to work in 5.3 as well but instead of just a match and set node all I can get is a Point Match and Set node which still throws the metadata error.
Hi, I'm stil new to PCG system, just wanted to know what is the difference between : 1) by adding mesh directly on static mesh spawner through the mesh entries 2) by adding mesh into the instance and using match and set attributes as seen on your videos
@@Rforge Thank u for answering but let me point out that Unreal is different to twinmotion in this regard. I mean like doing an interior with interactive options to change colors and furniture etc. Anyway, this is just a suggestion. regards
How do you remember nodes? For me i will forget , theres a lot of nodes in every project its always different right? So how do i remember what nodes to use and when not to use
Hi ! This just comes with repetition and reinforcement, with more projects you will end up using a few of the same nodes again and again, start with a notebook or a notion page and keep making stuff -Shaun
Love your tutorial here! Easily digestible, and a nice workflow with an excellent amount of depth! Question: My trees are all "growing" perpendicular to the landscape (which is very "hilly" in my level). The tree materials have "normal" placement turned off already. How do I get them to place vertically to a world value instead of perpendicular to the landscape within this workflow? Thank you so much for your time and energy in making this tutorial!
Just for anyone else following this wonderful tutorial that comes across the same issue, here's the solution I found after a day of digging through the internet! Open the PCG Volume in which you've been working. Highlight the "Transform Points" node within each group's (trees, saplings, seedlings, etc.) workflow. Off to the right, in the settings window, check/tick the box for "Absolute Rotation". I don't know if this will have some adverse later on, but for now, it does the trick!
thanks for the good tutorial, but I hit a issue, I dont know what happend. After I add block volume, pcg trees become full of landspace, out of the box. are they suppose to be stay in the pcgbox? In your case, your pcg graph range fit all over landscape, so this case seems right. The get landscape data -> add name -> landscape data. dosen't work. Is this a version bug? Mine is 5.4.2.
Hey most market place packs have forward compatibility meaning 5.3 packs can work with 5.4 but not the other way around. In regards to downloading issue you might need to install 5.3 to remove that restriction. Only in rare cases does a pack break due to nodes being depreciated between engine version. He also showed a method around the 3:50 mark on how to add it to the project but the much easier way is to: - Hit "Show all projects" tick box next to the "search bar" in the add to project window that pops after you select the desire asset pack. - You will then see all projects across all engine versions. - Select you 5.4 project which will be grey out with a red message saying "Asset not compatible with version 5.4, please select closest alternative version" - Simply select the pull down menu which is the black arrow next to the text that should should say "Select Version:5.4" in the lower left of the window. - Select 5.3 - The "Add to project" button on the right should no longer be grayed out and all should work fine with no issues. Hope that helped out.
Hey Digital! Yeah i know just a habit of keeping things clean especially the blueprints incase they break due to changes in versions, but yeah 100% you can direct add to 5.4
Wow... I learned so much! Would appreciate more longer detailed environment building tutorials!
This is the best tutorial for UE I've ever seen
It is
I love how fast and smooth your tutorials are, it shows your skills! Love this vid.
At around 5:20 when adding your tree meshes, instead of creating empty array elements and dragging each mesh indivualy, you can select all meshes and drag and drop onto the 0 array elements label. UE will create an element array for each mesh.
Also later on with the saplings and seedlings.
Incredibly helpful. Been making my first pcg for the last couple days and had no clue you could do those instance static mesh parameters. Thats going to help a ton.
Great to hear!
great! save time
thanks man been learning PCG to populate the scene, it was simple and enjoyable to follow along
wow that really was an amazing tutorial for so many little things. Thank you!!
Absolutely perfect tutorial, explained so many concepts I needed!
Amazing tutorial. As you were fast in showing still i understood. Need to watch this video again as i'm new in unreal. Final output is amazing..... Please make more videos like this
i got UE today, this is the first tutorial i followed but my computer specs enough. thanks for making it easy enough to follow, i appreciate your taking the time to share it with us in a clear and concise way, its given me a good idea of the processes i may have to go tru in the future if i do get what i need.
Best of luck!
Bro, you are amazing! Thank you for teaching how to use PCG's in such a clear and concise way!
Glad you liked it!
Insane how you make something really stylish with nothing really insane to understand.
Insane
Love your tutorial series Shaun! Your teaching is top-notch❤👌, but sometimes I feel like I need a speed boost to keep up. 😄
We're glad you enjoyed it! And thank you for your feedback.
Good tutorial, easy to understand and epic result🔥👍
Glad you think so!
Thanks so much for this! Taking the time to show the Source - Difference was so helpful for someone like me. I hate not knowing the reasoning
Lol this is wild, was looking for a tutorial that treats PCG a bit more cloner-like and you've done it exactly as I'm gonna need it. Also thanks for the texturing tips as I get back into 5.4, uploaded 4 days ago LOL just amazing, thanks!
Glad you enjoy it!
Thanks again! pcg wouldn't have looked so easy if it weren't for this tutorial
Glad it helped!
You literally made me stop and comment on this video! Great content. We need more videos like this in the future. Keep it up! 👏
Amazing, please continue to make longer form content.
Thank you for your feedback!
Great Tutorial !!
A question regarding the TextureVariation node from the master material. Was the HQ Edge Comparison (SB) input also Promoted to Parameter and specified a value? I saw a node connected to it at 13:33, but it wasn't addressed in the video.
Hi ! No to keep it simple I just used random scale and rotation, however you can promote all of them to parameters to experiment with for the purposes of learning
Just using random scale and rotation (true) will work just fine
-Shaun
Hii there thank you for this tutorial but I would like to ask you something, When I add boxing it makes the trees go outside the entire map how can I fix it ?
Thank you for this amazing tutorial a lot .
Could I know how many sample do you used for the rendering please?
Hi ! I have a big problem, but when I am trying to set the parameters from the graph settings(min 5:14) it seems that there is no array button near the static mesh one and i don’t know what to do 🥲. Anyone else have this problem ?
Same here, did you find a solution?
6:14 damn I was hoping to get this to work in 5.3 as well but instead of just a match and set node all I can get is a Point Match and Set node which still throws the metadata error.
7:55 i don't get the blocking working mabye someone knows how to fix it?
Figure it out?
@@onasise243 yes xd
if all other TUTORIALS WOULD'VE BEEN THIS STRAIGHT FORWARD AND NOT YAP ABOUT UNNECESsARY STUFF
Thanks for the feedback!
@@Rforge its amazing though, you keep things simple and straightforward ♡♡
Hi, I'm stil new to PCG system, just wanted to know what is the difference between :
1) by adding mesh directly on static mesh spawner through the mesh entries
2) by adding mesh into the instance and using match and set attributes as seen on your videos
great tutorial with lots of useful info. recent comer from 3d max/corona, this is what I need. 👍 wish u would do more on architectural viz in unreal.
I want to, but they is already such wonderful content out there on things like twinmotion etc. But maybe in the future ?
@@Rforge Thank u for answering but let me point out that Unreal is different to twinmotion in this regard. I mean like doing an interior with interactive options to change colors and furniture etc. Anyway, this is just a suggestion. regards
Very informative Shaun, thank you!
Glad you enjoyed it!
I'm following the steps but... I can't see the cones inside the box, it doesn't seem to change at all.
Ever figure out a soultion?
How do you remember nodes? For me i will forget , theres a lot of nodes in every project its always different right? So how do i remember what nodes to use and when not to use
Hi !
This just comes with repetition and reinforcement, with more projects you will end up using a few of the same nodes again and again, start with a notebook or a notion page and keep making stuff
-Shaun
Very nice! Nice tutorial ;)
Thanks for the visit
Love your tutorial here! Easily digestible, and a nice workflow with an excellent amount of depth! Question: My trees are all "growing" perpendicular to the landscape (which is very "hilly" in my level). The tree materials have "normal" placement turned off already. How do I get them to place vertically to a world value instead of perpendicular to the landscape within this workflow? Thank you so much for your time and energy in making this tutorial!
Just for anyone else following this wonderful tutorial that comes across the same issue, here's the solution I found after a day of digging through the internet! Open the PCG Volume in which you've been working. Highlight the "Transform Points" node within each group's (trees, saplings, seedlings, etc.) workflow. Off to the right, in the settings window, check/tick the box for "Absolute Rotation". I don't know if this will have some adverse later on, but for now, it does the trick!
thanks for the good tutorial, but I hit a issue, I dont know what happend. After I add block volume, pcg trees become full of landspace, out of the box. are they suppose to be stay in the pcgbox? In your case, your pcg graph range fit all over landscape, so this case seems right.
The get landscape data -> add name -> landscape data. dosen't work.
Is this a version bug? Mine is 5.4.2.
Great tutorial with lots of useful information, thanks :-)
Glad you enjoyed it!
Paused for an hour... how on earth do we get both the viewport AND blueprint open at the same time side by side as above? Having a total derp moment.
thanks, that was informative and well organized!
amazing tutorial, for real! thanks
Glad you liked it!
Great tutorial.thanks for sharing👍
Thanks for watching
How did you load this pack into UE5.4? The launcher doesnt allow me to download the pack. Says its not compatible with UE5.4. Thanks.
Hey most market place packs have forward compatibility meaning 5.3 packs can work with 5.4 but not the other way around. In regards to downloading issue you might need to install 5.3 to remove that restriction. Only in rare cases does a pack break due to nodes being depreciated between engine version. He also showed a method around the 3:50 mark on how to add it to the project but the much easier way is to:
- Hit "Show all projects" tick box next to the "search bar" in the add to project window that pops after you select the desire asset pack.
- You will then see all projects across all engine versions.
- Select you 5.4 project which will be grey out with a red message saying "Asset not compatible with version 5.4, please select closest alternative version"
- Simply select the pull down menu which is the black arrow next to the text that should should say "Select Version:5.4" in the lower left of the window.
- Select 5.3
- The "Add to project" button on the right should no longer be grayed out and all should work fine with no issues.
Hope that helped out.
@@TheXplanations Many thanks!
Thank you for this
Great concise tutorial.... thanks
Glad you enjoyed it!
what is your spec,mine crash when follow this.
after I disable difference, my scene not crashing anymore
Excellent!
good
Damn this is way easy than using foliage
Many thanks 👍👍👍
Does UE5 work on Mac OS?
Yes it does!
You don't have to install 5.3 just set 5.3 when you adding to project it will download in you 5.4.1 version.
Yes great tutourial but don’t bother with making a seperate 5.3 project just just the show all projects and u can add 5.3 content to 5.4
oh my god.. thanks..!
Amazing
Thanks
this guy's good!
Thanks
4:02 You didn't have to do that bro... You could have still added it easily to your 5.4 project....
Hey Digital! Yeah i know just a habit of keeping things clean especially the blueprints incase they break due to changes in versions, but yeah 100% you can direct add to 5.4
Yeah ok "Shaun" lol hide the accent better if youre going to lie about who you are
Haha I kid you not I’ve gotten this comment at several airport counters