Procedural Content Generation UE 5.2 - In-Depth Overview & Building Forest Environment PART 1

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  • Опубликовано: 5 янв 2025

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  • @exit-simulation
    @exit-simulation  3 месяца назад +1

    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.

  • @brockdish
    @brockdish Год назад +3

    btw you have to enable "PCG geometry script interop plugin" to be able to use the "Mesh Sampler" node

  • @vinichyy
    @vinichyy Год назад +4

    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?

  • @FPChris
    @FPChris Месяц назад

    Best PCG tutorial. Outstanding.

  • @craigd.clarke372
    @craigd.clarke372 Год назад +3

    Without a doubt this is one of the best examples Ive seen on PCG. Really great tut.

  • @graemepalmer2306
    @graemepalmer2306 Год назад +18

    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!

  • @arise3494
    @arise3494 Год назад +2

    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.

  • @gillgonzalez8479
    @gillgonzalez8479 10 месяцев назад

    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!

  • @PhilHarland-hz1pm
    @PhilHarland-hz1pm 5 месяцев назад +1

    This is SO CLEVER! Just started to use PCG this week, and this makes it pretty simple now! Thanks! :o)

  • @JoshLennen
    @JoshLennen 6 месяцев назад +1

    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.

  • @claudioivanferrazzi546
    @claudioivanferrazzi546 Год назад

    that's exactly what we need , clear up all the theories about pcg in 1 video.

  • @stoneface548
    @stoneface548 6 месяцев назад +1

    Fantastic tutorial, easy and very well explained. Keep up the good work :)

  • @toxicityspb26
    @toxicityspb26 Год назад +2

    Super useful and very well structured video! Thanks a lot!

  • @ToysRUsKid_Critter
    @ToysRUsKid_Critter Год назад +2

    What an incredibly well done concise video. A huge help. Grateful to you for making this

  • @amerboss99
    @amerboss99 Год назад

    i also checked other content creators tutorial for PCG, but yours really stand out on clarity and demonstration!

  • @ScreaminToad
    @ScreaminToad Год назад +1

    Excellent tutorial. Learned a lot. Looking forward to the second part!

  • @modz7014
    @modz7014 Год назад +1

    Cant wait for part 2, thanks

    • @exit-simulation
      @exit-simulation  Год назад +1

      Part 2 is released! I know you already saw it but posting it for others to see

  • @Kinos141
    @Kinos141 Год назад

    PCG is super powerful!! Love it.

  • @ZeiferZ
    @ZeiferZ Год назад +1

    Extremely clear tutorial, very easy to follow! Thanks for the hard work!

  • @Buubbles
    @Buubbles Год назад +1

    Man I can't wait for part 2, thanks a lot for making this incredible tutorial! This subject is still very early

    • @exit-simulation
      @exit-simulation  Год назад

      Thanks, good to hear! Working on part 2 right now and should be online soon

  • @jiwonjung6254
    @jiwonjung6254 Год назад

    Thank you for your kind lecture.
    It helped me a lot to understand pcg.

  • @ef3353
    @ef3353 Год назад

    This seems way better then the other tutorials I have seen on this feature

  • @modz7014
    @modz7014 Год назад +1

    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

    • @exit-simulation
      @exit-simulation  Год назад

      There's already a playlist, please check from my profile

  • @robertsiegl8164
    @robertsiegl8164 10 месяцев назад +1

    Really great tutorial, thanks a lot!

  • @mattgreen753
    @mattgreen753 Год назад +1

    I'm loving this tutorial series and learning a ton. Thanks for all your hard work! Looking forward to part 3.

  • @OverJumpRally
    @OverJumpRally Год назад

    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!

    • @exit-simulation
      @exit-simulation  Год назад

      Thanks for the feedback, I'm planning to improve the audio for the next one!

  • @charzulu
    @charzulu Год назад +1

    Thanks! great job, best pcg tut so far.

  • @jamesrascal001
    @jamesrascal001 Год назад

    Great video. Very clear. Even though I've used PCG a fair bit already I definitely picked up a few tips.

  • @Josh_Alfaro
    @Josh_Alfaro 4 месяца назад

    This is so underrated

  • @gillgonzalez8479
    @gillgonzalez8479 Год назад +3

    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!

    • @exit-simulation
      @exit-simulation  Год назад

      Great suggestion, I will keep this in mind for part 2!

    • @exit-simulation
      @exit-simulation  Год назад +1

      I am explaining this in part 2 now btw!

    • @modz7014
      @modz7014 Год назад +1

      @@exit-simulation so interested in this one as well, cant wait

  • @marigoldff
    @marigoldff Год назад +2

    great tutorial

  • @sleepyjoe5380
    @sleepyjoe5380 7 месяцев назад

    This is brilliant and worth the watch

  • @eneasyou
    @eneasyou Год назад

    This is amazing my friend and I'm really looking forward to it. Thank you for this tutorial series ❤

  • @Gamer_Bastian
    @Gamer_Bastian 7 месяцев назад +2

    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!?

    • @exit-simulation
      @exit-simulation  3 месяца назад

      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.

  • @ShaunMeechan
    @ShaunMeechan Год назад +2

    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...

    • @exit-simulation
      @exit-simulation  Год назад

      It should work the same, make sure your volume is intersecting with the landscape.

  • @Mason-be2wu
    @Mason-be2wu 9 месяцев назад

    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?

  • @Rafa_VFX
    @Rafa_VFX Год назад +1

    you are the best! thanks for this!
    Me ajudou pra caramba!

  • @robertdouble559
    @robertdouble559 Год назад

    Super informative. This is primo content. Thank you.

  • @MEK_OUTTERBOX
    @MEK_OUTTERBOX Год назад +1

    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

  • @Pharoah1224
    @Pharoah1224 Год назад +1

    Awesome, except I was hoping you would touch on the spline path sample using assemblies.

    • @exit-simulation
      @exit-simulation  Год назад +1

      Thanks for the feedback. Will keep this in mind for future tutorials as I am planning to extend this series

  • @Challenging_Reality
    @Challenging_Reality Год назад

    Thanks a lot for the video. Amazing content, well put, well explaint.. just amazing.

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Год назад

    Hello! nice tutorial. You dont need the projection node if you set spline sampler on interior =)

  • @simonescardinoakaconceptua7939

    Wooo so cool!❤

  • @yudnai5577
    @yudnai5577 Год назад +1

    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.

    • @exit-simulation
      @exit-simulation  Год назад

      Thanks I will keep this in mind for future tutorials!

  • @xionxf1304
    @xionxf1304 8 месяцев назад

    SplineSampler how to project to static mesh

  • @Mr.Mirage_YT
    @Mr.Mirage_YT 3 месяца назад +1

    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

    • @exit-simulation
      @exit-simulation  3 месяца назад +1

      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.

    • @Mr.Mirage_YT
      @Mr.Mirage_YT 3 месяца назад

      @@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

    • @exit-simulation
      @exit-simulation  3 месяца назад

      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

    • @Mr.Mirage_YT
      @Mr.Mirage_YT 3 месяца назад

      @@exit-simulation i have UE 5.4.4

    • @exit-simulation
      @exit-simulation  3 месяца назад

      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)

  • @inMeditation_PSSM
    @inMeditation_PSSM Год назад +1

    Thank you

  • @Mr.Mirage_YT
    @Mr.Mirage_YT 3 месяца назад

    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

    • @exit-simulation
      @exit-simulation  3 месяца назад

      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.

  • @therandomhero76
    @therandomhero76 8 месяцев назад +1

    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.

    • @exit-simulation
      @exit-simulation  8 месяцев назад +1

      Thanks for pointing this out. I will soon have some time to release an update explaining differences between 5.2 and 5.4

    • @therandomhero76
      @therandomhero76 8 месяцев назад

      @@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.

  • @juiceLoosner
    @juiceLoosner Год назад

    Is there a section in here that explains elevation filtering?

    • @exit-simulation
      @exit-simulation  Год назад

      No but good suggestion for a quick tut in the future!

  • @lucianodaluz5414
    @lucianodaluz5414 Год назад

    Man, thanks.

  • @ktatube
    @ktatube Год назад +1

    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.

    • @exit-simulation
      @exit-simulation  Год назад +1

      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.

    • @ktatube
      @ktatube Год назад +1

      @@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.

  • @MikhaelImperator
    @MikhaelImperator Год назад

    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?

    • @exit-simulation
      @exit-simulation  Год назад

      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

  • @zakk001011
    @zakk001011 Год назад

    Amazing tutorial! For some reason the mesh sampler node doesn't appear when I search for it, any ideas on why? Running UE5.2

    • @exit-simulation
      @exit-simulation  Год назад

      Did you activate the additional geometry interop plugin? I am mentioning it at the beginning

  • @sayankakalita7827
    @sayankakalita7827 5 месяцев назад

    i have a question, is there any way we can spawn static mesh on the edge of the spline river?

    • @exit-simulation
      @exit-simulation  3 месяца назад

      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 :)

  • @Peluche070
    @Peluche070 Год назад

    Thank you boss!

  • @Leon002z
    @Leon002z 8 месяцев назад

    is there any way to make it so that the point grid stick to the landscape ?

    • @exit-simulation
      @exit-simulation  8 месяцев назад

      Can you explain what you mean by that?

  • @wo1fs_FX
    @wo1fs_FX Год назад

    great tutorial tysm!

  • @samuelkilik8233
    @samuelkilik8233 Год назад +1

    THANKS ,, I SUB

  • @gillgonzalez8479
    @gillgonzalez8479 Год назад

    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.

    • @exit-simulation
      @exit-simulation  Год назад

      I think the reason it's not being picked up is that water body custom is not spline based

  • @Mr.Mirage_YT
    @Mr.Mirage_YT 3 месяца назад

    AT 23 MINUTES. I ADDED SPLINE SAMPLING BUT NOTHING IN COMING IN VIEWPORT. ( PS - IGNORE ALL CAPS SORRY )

    • @exit-simulation
      @exit-simulation  3 месяца назад +1

      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

  • @TeeWeeFares
    @TeeWeeFares Год назад

    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.

    • @exit-simulation
      @exit-simulation  Год назад +1

      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.

  • @g-wiz8274
    @g-wiz8274 8 месяцев назад

    How is your frame rate not dropping especially with all the trees?

    • @exit-simulation
      @exit-simulation  8 месяцев назад

      I got a pretty beefy machine hahah, RTX3090 and AMD Threadripper

  • @chris09423
    @chris09423 Год назад

    How is your FPS so good and mine is so bad

    • @exit-simulation
      @exit-simulation  Год назад

      PCG can be quite performance heavy. Try reducing the density of your point grid if you run into fps problems

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Год назад

    No it strecches

  • @JuanSumChninezeFue
    @JuanSumChninezeFue 5 месяцев назад

    OUT OF DATE! LOOK UP LAST 3-6 MONTHS FOR BETTER TUTORIALS!

    • @exit-simulation
      @exit-simulation  3 месяца назад

      I just released a new up-to-date intermediate PCG series. You can find it on my channel!

  • @CrypticNord
    @CrypticNord 7 месяцев назад

    I am so sick and tired of watching youtubers wasting my time.....

  • @urbanmonkey3842
    @urbanmonkey3842 Год назад +1

    God bless u man! Thx!