Hey, thanks for your support! If you enjoyed this video please also check out my new intermedia PCG tutorial that I just uploaded. I'll link it in the description! There you can also download an archive of useful PCG subgraphs and tools that will help you facilitate your PCG development.
Hello, in version 5.3.2, the nodes do not work as in 5.2, I cannot connect MeshSampling to Subgraph, since I have landscape input, it works, but landscape does not connect to Output, do you know how to solve this problem?
Incredibly well put together examples and tutorial! - I've been bingeing every PCG example video I can find, and this is easily one of the best. Thanks for taking the time to share this information on here, I look forward to the future parts!
I finally figured out how to exclude the water body custom thanks to you my dude. it took me ages because i got so frustrated. to all lout there trying to exclude the water body from the PCG in cases where you have the entire map as a PCG and you introduce the UE water body. All you need to do is use Get All Actors node-->Set Actors to All World Actors-->Actor Selection will be By Class instead of all world actors. Then plug that into your Difference node!
18:57 not sure what changed between 5.2 to 5.3 & 5.4, but using static mesh actors for difference nodes doesn’t work properly (tested in 5.3 & 5.4) This is evident if placing a translucent material on the exclusion mesh and debugging the points themselves. It only removes points based on the bounds of the mesh, not the interior. Current work around I’ve been using is Blocking Volumes instead with the same Tag method mentioned here. Maybe I’m still doing something wrong? Incredible video you put together! Very informative and helpful for those entering into PCG.
Oh just noticed part 2 is online from the comments, my advice to you is to add both of them in one play list and anything related to PCG, this way people will know that there is part 2 and 3 and so on, thanks
Recording volume is a bit low, but the content is one of the best about PCG! And I've watched a ton! Straight to the point, well explained, useful scenarios. Keep it up!
Awesome job. Subscribed. This is my go-to video now for PCG because you did such a nice job going into it. I have a request for you. Can you please teach us how to filter by landscape material? I have been trying for the longest time to figure it out. You would be my hero!
Great tutorial. For Unreal 5.4, the "Input Node Settings" are marked as deprecated. I had to use a "Get Landscape Data" node as additional input to the Surface Sampler node to see anything - as I am beginner in PCG, there might be a better way!?
That's correct and it's the way to go now! Thanks for bringing it up. I also just released a new intermediate PCG series on my channel that you can check out for more useful techniques.
Does anyone know if this was updated in version 5.3? I'm following all the steps but at the very beginning when I hit generate after making the surface sampler nothing is generating, I don't get what I am doing wrong...
Thank you for sharing very wonderful knowledge, I have a question about the spline sampling area part: can the sampling data be used to drive the scaling, movement and rotation of a static mesh?
grate work bro 👊 and also you should make a video with adding PCG with landscape Layers that would be a big video nobody has done it yet like being able to paint a layer then use pcg to spawn on them
there is an issue I find in many UE5 tutorials the text resolution is very small makes it hard to read and follow. Is there an option to increase the area the mouse is on ? I know there is an option for increasing text size in UE5 -> ctrl+shit + W -> application scale.
at 39 minutes, there is no local nd local inverse transform in create point grids in UE 5.2 nd same with mesh sampling section, there is no local in point grid so i am getting nothing doing debug on that node. can you pls tell how can i find them or fix this issue? thanks
They changed this and it's not needed anymore. Just keep your "Create Points Grid" on coordinate space "Global". Then have a "Get Landscape Data" -> "Surface sampler" -> into the source pin of "Copy Points" and the output of the "Create Points Grid" into the target of "Copy Points". After, adjust the cell size of the grid and also transform the scale of the points down to for example 0.1 to make each point visible.
@@exit-simulation hey, thanks for the reply but after doing these steps where i to put mesh sampler cuz you told me to put get landscape . surface sampler then into source of copy points in video it was mesh sampler output into source of copy points to show cubes on mesh. but that isnt working
Check this screenshot for the correct setup imgur.com/a/0k1nTvU Also you can download my updated tools and subgraphs from gumroad and check the improved mesh sampling graph (07_PCG_ImprovedMeshSampling_Tutorial)
Hi brother, i am midway in the video at 20 minutes, really loving this course. since i am new to PCG its confusing as well as i feel like how am gonna remember all these nodes or combination of nodes for example to make self prune nd exclusion. can you give tips on that? how can one new person adapt it
Hey glad you like the course! Regarding your question, I think it boils down to practice and gradually composing a library of reusable components. PCG is a very modular framework and you can gradually create your own "building blocks" (subgraphs) that you can reuse in every project. Just stick with it, it becomes pretty logical after a while and you will get a feel for it with practice.
@@exit-simulation I figured it out, a lot of stuff is different in this version, but I got it figured out. Also, now you have to enable other PCG plugins to get stuff like the mesh sampler to show up.
Great tutorial, amazing work done I subscribed, this chanel must grow. I have a question ... Everytime game starts pcg content will spawn in the same place? And what happens if a player interact with a pcg mesh (cutting a tree) the pcg will change all objects position? Or this can be saved.
Yes it will spawn in the same place as long as you use the same seed for all your nodes. There's also the possibility to disconnect the pcg graph from the volume and "bake" your static meshes permanently into the scene if you are happy with the results.
@@exit-simulation thanks a lot, I hope you can make a tutorial about how to save changes made by the player onto pcg content. I didn't find anything about this on youtube.
Hi @ExitSimulation! Excelent tutorial, PCG îs next level. I'm working now on getting a mask effect like in Diablo 4, the moment when you get close to certain object that will get in the players view and you mask it. I can't make it to work... any ideas?
Hey! You mean fading out objects that are close to the camera plane? There's a bunch of tutorials for this on RUclips. You need a custom shader for this but it's not particularly hard
What's the secret to getting this to work with Waterbody Custom? It worked with lake and river no problem but waterbody custom is like a flat plane and I couldn't get points to generate. Thanks in advance.
Hey thanks for the heads-up. Hm the issue could be that UE deprecated the Input Node Settings, please check my Intermediate PCG tutorial part 2, specifically the second (water spline) or last example to learn how to work with splines. The spline needs to be either on the PCG actor as a component (then you need to use Get Spline Data -> Actor Filter "Self") or if you wanna grab all splines you can get them with Actor Filter -> All World Actors -> Actor Selection by class (select your spline class) or put tags on your spline actors. There are many ways :) You can also download my node collection for free from gumroa to get an example how to work with splines in UE 5.4
Is it possible to have areas change what's in them. for example one space has trees, but the next time the game is launched there are houses in that space. I Haven't been able to watch the video so sorry if you talked about this.
Not sure I completely understand what you mean but you could swap out PCG Volumes dynamically. Generating a PCG graph works also in-game, so you can have a graph that spawns trees and another one that spawns houses and decide dynamically which one you are activating in the scene depending on certain conditions.
Hey, thanks for your support! If you enjoyed this video please also check out my new intermedia PCG tutorial that I just uploaded. I'll link it in the description!
There you can also download an archive of useful PCG subgraphs and tools that will help you facilitate your PCG development.
btw you have to enable "PCG geometry script interop plugin" to be able to use the "Mesh Sampler" node
Hello, in version 5.3.2, the nodes do not work as in 5.2, I cannot connect MeshSampling to Subgraph, since I have landscape input, it works, but landscape does not connect to Output, do you know how to solve this problem?
Best PCG tutorial. Outstanding.
Without a doubt this is one of the best examples Ive seen on PCG. Really great tut.
Incredibly well put together examples and tutorial! - I've been bingeing every PCG example video I can find, and this is easily one of the best. Thanks for taking the time to share this information on here, I look forward to the future parts!
Awesome, glad you found it helpful!
I’ve watched a lot of PCG tutorials and this one did it best. Thank you for neatly laying out the examples and covering what each node does.
You are welcome! Thanks for the feedback
I finally figured out how to exclude the water body custom thanks to you my dude. it took me ages because i got so frustrated. to all lout there trying to exclude the water body from the PCG in cases where you have the entire map as a PCG and you introduce the UE water body. All you need to do is use Get All Actors node-->Set Actors to All World Actors-->Actor Selection will be By Class instead of all world actors. Then plug that into your Difference node!
This is SO CLEVER! Just started to use PCG this week, and this makes it pretty simple now! Thanks! :o)
Glad it was helpful!
18:57 not sure what changed between 5.2 to 5.3 & 5.4, but using static mesh actors for difference nodes doesn’t work properly (tested in 5.3 & 5.4) This is evident if placing a translucent material on the exclusion mesh and debugging the points themselves. It only removes points based on the bounds of the mesh, not the interior. Current work around I’ve been using is Blocking Volumes instead with the same Tag method mentioned here. Maybe I’m still doing something wrong? Incredible video you put together! Very informative and helpful for those entering into PCG.
that's exactly what we need , clear up all the theories about pcg in 1 video.
Fantastic tutorial, easy and very well explained. Keep up the good work :)
Super useful and very well structured video! Thanks a lot!
What an incredibly well done concise video. A huge help. Grateful to you for making this
i also checked other content creators tutorial for PCG, but yours really stand out on clarity and demonstration!
Excellent tutorial. Learned a lot. Looking forward to the second part!
Part 2 is online now!
Cant wait for part 2, thanks
Part 2 is released! I know you already saw it but posting it for others to see
PCG is super powerful!! Love it.
Extremely clear tutorial, very easy to follow! Thanks for the hard work!
Man I can't wait for part 2, thanks a lot for making this incredible tutorial! This subject is still very early
Thanks, good to hear! Working on part 2 right now and should be online soon
Thank you for your kind lecture.
It helped me a lot to understand pcg.
This seems way better then the other tutorials I have seen on this feature
Oh just noticed part 2 is online from the comments, my advice to you is to add both of them in one play list and anything related to PCG, this way people will know that there is part 2 and 3 and so on, thanks
There's already a playlist, please check from my profile
Really great tutorial, thanks a lot!
I'm loving this tutorial series and learning a ton. Thanks for all your hard work! Looking forward to part 3.
Thanks for your feedback, it's encouraging!
Recording volume is a bit low, but the content is one of the best about PCG! And I've watched a ton! Straight to the point, well explained, useful scenarios. Keep it up!
Thanks for the feedback, I'm planning to improve the audio for the next one!
Thanks! great job, best pcg tut so far.
Great video. Very clear. Even though I've used PCG a fair bit already I definitely picked up a few tips.
Good to hear thanks!
This is so underrated
Awesome job. Subscribed. This is my go-to video now for PCG because you did such a nice job going into it. I have a request for you. Can you please teach us how to filter by landscape material? I have been trying for the longest time to figure it out. You would be my hero!
Great suggestion, I will keep this in mind for part 2!
I am explaining this in part 2 now btw!
@@exit-simulation so interested in this one as well, cant wait
great tutorial
This is brilliant and worth the watch
This is amazing my friend and I'm really looking forward to it. Thank you for this tutorial series ❤
Great tutorial. For Unreal 5.4, the "Input Node Settings" are marked as deprecated. I had to use a "Get Landscape Data" node as additional input to the Surface Sampler node to see anything - as I am beginner in PCG, there might be a better way!?
That's correct and it's the way to go now! Thanks for bringing it up. I also just released a new intermediate PCG series on my channel that you can check out for more useful techniques.
Does anyone know if this was updated in version 5.3? I'm following all the steps but at the very beginning when I hit generate after making the surface sampler nothing is generating, I don't get what I am doing wrong...
It should work the same, make sure your volume is intersecting with the landscape.
Thank you for sharing very wonderful knowledge, I have a question about the spline sampling area part: can the sampling data be used to drive the scaling, movement and rotation of a static mesh?
you are the best! thanks for this!
Me ajudou pra caramba!
Super informative. This is primo content. Thank you.
grate work bro 👊 and also you should make a video with adding PCG with landscape Layers that would be a big video nobody has done it yet like being able to paint a layer then use pcg to spawn on them
Check part 2 where I am doing exactly this 🙌
Awesome, except I was hoping you would touch on the spline path sample using assemblies.
Thanks for the feedback. Will keep this in mind for future tutorials as I am planning to extend this series
Thanks a lot for the video. Amazing content, well put, well explaint.. just amazing.
Hello! nice tutorial. You dont need the projection node if you set spline sampler on interior =)
Wooo so cool!❤
there is an issue I find in many UE5 tutorials the text resolution is very small makes it hard to read and follow. Is there an option to increase the area the mouse is on ? I know there is an option for increasing text size in UE5 -> ctrl+shit + W -> application scale.
Thanks I will keep this in mind for future tutorials!
SplineSampler how to project to static mesh
at 39 minutes, there is no local nd local inverse transform in create point grids in UE 5.2 nd same with mesh sampling section, there is no local in point grid so i am getting nothing doing debug on that node. can you pls tell how can i find them or fix this issue? thanks
They changed this and it's not needed anymore. Just keep your "Create Points Grid" on coordinate space "Global". Then have a "Get Landscape Data" -> "Surface sampler" -> into the source pin of "Copy Points" and the output of the "Create Points Grid" into the target of "Copy Points". After, adjust the cell size of the grid and also transform the scale of the points down to for example 0.1 to make each point visible.
@@exit-simulation hey, thanks for the reply but after doing these steps where i to put mesh sampler cuz you told me to put get landscape . surface sampler then into source of copy points in video it was mesh sampler output into source of copy points to show cubes on mesh. but that isnt working
Which unreal engine version are you on? These explanations were for 5.4, I can send you a screenshot but I don't have other versions installed anymore
@@exit-simulation i have UE 5.4.4
Check this screenshot for the correct setup
imgur.com/a/0k1nTvU
Also you can download my updated tools and subgraphs from gumroad and check the improved mesh sampling graph (07_PCG_ImprovedMeshSampling_Tutorial)
Thank you
Hi brother, i am midway in the video at 20 minutes, really loving this course. since i am new to PCG its confusing as well as i feel like how am gonna remember all these nodes or combination of nodes for example to make self prune nd exclusion. can you give tips on that? how can one new person adapt it
Hey glad you like the course! Regarding your question, I think it boils down to practice and gradually composing a library of reusable components. PCG is a very modular framework and you can gradually create your own "building blocks" (subgraphs) that you can reuse in every project. Just stick with it, it becomes pretty logical after a while and you will get a feel for it with practice.
I love this tutorial, but it seems in v5.4, copy points isn't working at all and I can't seem to find a solution to fix it.
Thanks for pointing this out. I will soon have some time to release an update explaining differences between 5.2 and 5.4
@@exit-simulation I figured it out, a lot of stuff is different in this version, but I got it figured out. Also, now you have to enable other PCG plugins to get stuff like the mesh sampler to show up.
Is there a section in here that explains elevation filtering?
No but good suggestion for a quick tut in the future!
Man, thanks.
Great tutorial, amazing work done I subscribed, this chanel must grow. I have a question ... Everytime game starts pcg content will spawn in the same place? And what happens if a player interact with a pcg mesh (cutting a tree) the pcg will change all objects position? Or this can be saved.
Yes it will spawn in the same place as long as you use the same seed for all your nodes. There's also the possibility to disconnect the pcg graph from the volume and "bake" your static meshes permanently into the scene if you are happy with the results.
@@exit-simulation thanks a lot, I hope you can make a tutorial about how to save changes made by the player onto pcg content. I didn't find anything about this on youtube.
Hi @ExitSimulation! Excelent tutorial, PCG îs next level. I'm working now on getting a mask effect like in Diablo 4, the moment when you get close to certain object that will get in the players view and you mask it. I can't make it to work... any ideas?
Hey! You mean fading out objects that are close to the camera plane? There's a bunch of tutorials for this on RUclips. You need a custom shader for this but it's not particularly hard
Amazing tutorial! For some reason the mesh sampler node doesn't appear when I search for it, any ideas on why? Running UE5.2
Did you activate the additional geometry interop plugin? I am mentioning it at the beginning
i have a question, is there any way we can spawn static mesh on the edge of the spline river?
Please check out my new intermediate PCG series, particularly part 2 where I go into detail on spawning meshes on the edge of the spline river :)
Thank you boss!
is there any way to make it so that the point grid stick to the landscape ?
Can you explain what you mean by that?
great tutorial tysm!
Glad you found it helpful!
THANKS ,, I SUB
What's the secret to getting this to work with Waterbody Custom? It worked with lake and river no problem but waterbody custom is like a flat plane and I couldn't get points to generate. Thanks in advance.
I think the reason it's not being picked up is that water body custom is not spline based
AT 23 MINUTES. I ADDED SPLINE SAMPLING BUT NOTHING IN COMING IN VIEWPORT. ( PS - IGNORE ALL CAPS SORRY )
Hey thanks for the heads-up. Hm the issue could be that UE deprecated the Input Node Settings, please check my Intermediate PCG tutorial part 2, specifically the second (water spline) or last example to learn how to work with splines. The spline needs to be either on the PCG actor as a component (then you need to use Get Spline Data -> Actor Filter "Self") or if you wanna grab all splines you can get them with Actor Filter -> All World Actors -> Actor Selection by class (select your spline class) or put tags on your spline actors. There are many ways :)
You can also download my node collection for free from gumroa to get an example how to work with splines in UE 5.4
Is it possible to have areas change what's in them. for example one space has trees, but the next time the game is launched there are houses in that space.
I Haven't been able to watch the video so sorry if you talked about this.
Not sure I completely understand what you mean but you could swap out PCG Volumes dynamically. Generating a PCG graph works also in-game, so you can have a graph that spawns trees and another one that spawns houses and decide dynamically which one you are activating in the scene depending on certain conditions.
How is your frame rate not dropping especially with all the trees?
I got a pretty beefy machine hahah, RTX3090 and AMD Threadripper
How is your FPS so good and mine is so bad
PCG can be quite performance heavy. Try reducing the density of your point grid if you run into fps problems
No it strecches
OUT OF DATE! LOOK UP LAST 3-6 MONTHS FOR BETTER TUTORIALS!
I just released a new up-to-date intermediate PCG series. You can find it on my channel!
I am so sick and tired of watching youtubers wasting my time.....
God bless u man! Thx!