Ram here! I was going to make a very short tutorial on just generating a forest, but I wasn't really satisfied with the result. Also, I noticed that most tutorials on PCG are just that, so I end up wanting to create a village with the assets that I have and that's how this video came to be. If you want to dig deeper on PCG, please check this talk that Chris Murphy gave. It will take the knowledge that you have acquired and make it level up: ruclips.net/video/ncokCVoN-oU/видео.html --- I'll also put some links here because not all the people that watch the video open the description. 🎮 Learn to create a game in Unreal Engine 5: www.unfgames.com/action-game 🎓 Book a coaching session with us: www.unfgames.com/coaching Get the Hypervaganza: Limited-Time Mega Discounted Unreal Assets Bundle using our affiliate link and 10 lucky devs will win a free one-month subscription to Leartes Marketplace, Cosmos. (Offer ends 09/30/2024): gumroad.com/a/805822995/omfyccu?offer_code=UNF50 Cosmos: cosmos.leartesstudios.com/
Hey, I watched this video and just fell in love with your way of teaching, and I understood a lot about PCG and UE in general, and I don't event use UE, someday I will gather funds to buy your course and learn UE properly, till then I will stick to your free video, BTW I use unity as my engine of choice but shifting to UE slowly, seeing all these great things
Hey Ram! I used geometry nodes in blender, substance designer and other node based software but with PCG (not the other blueprints) I seem to have an issue, I can't visualize points or even spawn meshes. I dont know what is wrong with my unreal but I can't make it work.
I currently Have a problem with a map im making. Distant trees dont seem to create shadow. Of course shadow will fade back in when you move closer to the object. This is an ambient occlusion problem. Any Idea on how to fix this.
can you spawn points that connect to each other?Like some points can only connect to another point in designated sides like only from left or right up and down?Id like to be able to spawn pcg rooms but have entry and exit points that connect.
@@unfgames Is it something you have time to do a tutorial for?Right now I have a procedural dungeon system using blueprint from another tutorial,It works but I think if something similar inside PCG can be done it would be more efficient and flexible.
Yes, when 2024 ends, there will be still some free assets but not the whole collection. So make sure to get all the collection in FAB before the year ends.
If you refresh the page, it should be able to load properly. Squarespace seems to lag with url redirects. Otherwise, you can use this link that will take you directly to the coaching: unf-vault.teachable.com/courses We will resolve this issue promptly.
It’s a beginner tutorial most beginners don’t know a coding language so this way you can learn concepts of coding with blueprints but don’t have to learn syntax or an IDE or anything
Many things could be done faster with code, but because we are trying to introduce game dev to non dev, I prefer to use blueprints as a way to develop their logic skills without worrying about the syntax and other nuances that come with every programming language. Also, a lot of systems inside Unreal integrate very well with blueprints, so it's a good idea to be comfortable with them.
@@unfgames I understand your reasoning on this. I am a long time software engineer that finally has enough time for a hobby was going to try Unreal Engine. Thank you for the content either way. Ive been a sub since you only had 5000 subs lol.
Ram here!
I was going to make a very short tutorial on just generating a forest, but I wasn't really satisfied with the result. Also, I noticed that most tutorials on PCG are just that, so I end up wanting to create a village with the assets that I have and that's how this video came to be.
If you want to dig deeper on PCG, please check this talk that Chris Murphy gave. It will take the knowledge that you have acquired and make it level up: ruclips.net/video/ncokCVoN-oU/видео.html
---
I'll also put some links here because not all the people that watch the video open the description.
🎮 Learn to create a game in Unreal Engine 5: www.unfgames.com/action-game
🎓 Book a coaching session with us: www.unfgames.com/coaching
Get the Hypervaganza: Limited-Time Mega Discounted Unreal Assets Bundle using our affiliate link and 10 lucky devs will win a free one-month subscription to Leartes Marketplace, Cosmos. (Offer ends 09/30/2024):
gumroad.com/a/805822995/omfyccu?offer_code=UNF50
Cosmos: cosmos.leartesstudios.com/
Hey, I watched this video and just fell in love with your way of teaching, and I understood a lot about PCG and UE in general, and I don't event use UE, someday I will gather funds to buy your course and learn UE properly, till then I will stick to your free video, BTW I use unity as my engine of choice but shifting to UE slowly, seeing all these great things
I’m glad to hear that! Enjoy the journey!
Thanks so much for this tutorial. Rlly needed this 😊
Glad you liked it!
Vou tentar acompanhar
Wow, thanks for this tutorial!
You're very welcome!
Great work man.
Thank you!
big thx
Hey Ram!
I used geometry nodes in blender, substance designer and other node based software but with PCG (not the other blueprints) I seem to have an issue, I can't visualize points or even spawn meshes.
I dont know what is wrong with my unreal but I can't make it work.
For some reason everything i use for the actor or mesh after 21:31 just doesn't fit in, it's abnormally huge and doesn't fit in the spline
I currently Have a problem with a map im making. Distant trees dont seem to create shadow. Of course shadow will fade back in when you move closer to the object. This is an ambient occlusion problem. Any Idea on how to fix this.
can you do this in c++ instead of blueprints?
It can be done, yes.
@@unfgames will you make a tutorial on this?
Does PCG work without a landscape?
(Like if the floor is a plane/cube?)
Yes! You can choose actors instead of the landscape data.
can you spawn points that connect to each other?Like some points can only connect to another point in designated sides like only from left or right up and down?Id like to be able to spawn pcg rooms but have entry and exit points that connect.
Yes you can! Its an advanced use case but it is definitely possible.
@@unfgames Is it something you have time to do a tutorial for?Right now I have a procedural dungeon system using blueprint from another tutorial,It works but I think if something similar inside PCG can be done it would be more efficient and flexible.
Cool!)
will you make a map from call of duty called (Overgrown)
not in the plans! but it would be very nice
@@unfgames if you add another 2 maps called Backlot and Strike that will be really great by using full features of UE5.4
Will megascans have a cost in 2025?
Yes, when 2024 ends, there will be still some free assets but not the whole collection. So make sure to get all the collection in FAB before the year ends.
The coaching url does not work
If you refresh the page, it should be able to load properly. Squarespace seems to lag with url redirects. Otherwise, you can use this link that will take you directly to the coaching: unf-vault.teachable.com/courses
We will resolve this issue promptly.
Are you Indian
Im from Peru 🇵🇪
Section : Words of Encouragement. Lmao. Excellent. Thanks man!
You got it! 💪
i like your teaching style but i hate that you use blueprints in every video
It’s a beginner tutorial most beginners don’t know a coding language so this way you can learn concepts of coding with blueprints but don’t have to learn syntax or an IDE or anything
Many things could be done faster with code, but because we are trying to introduce game dev to non dev, I prefer to use blueprints as a way to develop their logic skills without worrying about the syntax and other nuances that come with every programming language.
Also, a lot of systems inside Unreal integrate very well with blueprints, so it's a good idea to be comfortable with them.
@@unfgames I understand your reasoning on this. I am a long time software engineer that finally has enough time for a hobby was going to try Unreal Engine. Thank you for the content either way. Ive been a sub since you only had 5000 subs lol.
He doesn't use blueprints for the first like... hour and a half of this video. What he's using IS the PCG toolset/editor
That is how it is meant be used in Unreal Engine. Even Epic uses it that way.
I haven't seen a single tutorial or video that suggests otherwise