Unreal Engine 5.2 PCG Plugin - Ep 4 - Splines

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  • Опубликовано: 27 сен 2024

Комментарии • 139

  • @adrienlogut3482
    @adrienlogut3482  Год назад +9

    Hey everyone! With the latest release of 5.2, the difference node doesn't behave the same way! Please look at this FAQ (first point) docs.google.com/document/d/1n8Zq31Cnf1uqqkdRve1md0GLweTe7SHp8U4lbP4XEvY/edit?usp=sharing

    • @devconstructionltd3046
      @devconstructionltd3046 Год назад

      ISSUE: Spline created in Landscape mode doesnt remove grass and other assets where is "landscape spline".... Also debug mode in "spline sampler" doesnt show any log, but for normal "spline" it works (show debug data = number of points and etc...).
      FIX: well your video tell us to do....
      > Get spline data (all words actors, by class, landscape) .....
      instead you need to ..........
      > Get spline data (all words actors, by class, landscape spline actor) ...
      now it works BUT i am getting warning .. but at least it works....
      ___________
      NOTE: Important to say I have assigned in Landscape one layer only for splines and second layer for painting, and I have there already bunch of landscape splines. Or it can be different problem, I dont know I cant test it towards any working scene.. (i just blindly following your video)
      Best regards, thanks for your videos it helps so much.. I hope you will upload some other new videos :)
      _________________
      UE 5.2.1 > warning
      LogPCG: Warning: [PCGVolume_UAID_222222222222819101_1690238983 - GetSplineData_0]: No matching actor was found
      LogPCG: Warning: [PCGVolume_UAID_222222222222819101_1690238983 - GetSplineData_0]: Output data generated for pin 'Out' does not have a compatible type: 'EPCGDataType::LandscapeSpline'. Consider using more specific/narrower input pin types, or more general/wider output pin types.

    • @danielwills2366
      @danielwills2366 Год назад +1

      @@devconstructionltd3046 Did that work on World partition? It removes all my foliage for me.

    • @CarisTheGypsy
      @CarisTheGypsy 11 месяцев назад +3

      Maybe you should consider re-recording this section of the video and re-publishing. Getting to the point in following the video where I follow your instructions and suddenly everything is gone is confusing. The doc is extremely small, and when I try to apply the changes my editor crashed while trying to compute the PCG changes. That's very frustrating

    • @NicolasCaplat
      @NicolasCaplat 11 месяцев назад

      Hello :)
      Thanks a lot for this introduction to PCG. Not very user friendly for now, but it offers so many possibilities !
      Unfortunately, I'm stucked at 4'14", despite the Google Doc informations. I'm using UE 5.3.
      Trees, rocks & grass aren't excluded by the road ... and the Get Spline Data is still throwing a warning "Warning: [PCGVolume_0 - GetSplineData_26 (Get Spline Data (Landscape Spline Actor))]: No matching actor was found".
      Any chance for an update, please ?
      Thanks in advance :)

    • @bretth5371
      @bretth5371 4 месяца назад

      @@NicolasCaplat Did you ever get a solution to this?

  • @KaitheArtGuy
    @KaitheArtGuy Год назад +3

    Seeing a lot of folks here having the same issue with the spline exclusion, glad I'm not alone! Would you please make a follow up fixing this issue?

  • @olodum111
    @olodum111 Год назад +1

    Thank you, Adrien, for continuing these tutorials. They are the best!!

  • @AndyMadmax-ps5jb
    @AndyMadmax-ps5jb Год назад +5

    hello, spline not working as intended its driving me crazy. im doing the same get spline - spline sampler - difference node the spline connected to differences and input connected as source but nothing happens, also checked in your discord and guy name AMOS have the same error but couldn't find if anyone fixed this. please help!

    • @nilavan3295
      @nilavan3295 9 месяцев назад

      If you are using 5.3 and it adds a conversion node automatically, disable the conversion node and it works

  • @GhostBingo
    @GhostBingo 10 месяцев назад +3

    One thing I've noticed when Adrien used Point Sampler in 5.3 it's called Select Points.

  • @theastralproject1268
    @theastralproject1268 Год назад +2

    when i do this the spline doesnt register? it wont debug or detect the spline

  • @TheWok640
    @TheWok640 Год назад

    AMAZING! Super excited for ep. 5 PCG during runtime is exactly what I want to better implement into my current project.

  • @spellweavergeneziso
    @spellweavergeneziso 5 месяцев назад +1

    At 9:00 you set spline Y scale to 200, in UE5.3 THAT spline scale is already converted to meters, so Y set to 200 makes the spline 400 meters wide ! at least that's how it works on my end, so I keep the spline scale Y at 1 and tweak the bounds modifier in the PCG to match the real spline scale

  • @mv4458
    @mv4458 Год назад +2

    Awesome! Could you include filtering on different Landscape Layers? Like grass spawning only where grass is painted. Thanks a lot :)

  • @필살마그마웨이브
    @필살마그마웨이브 4 месяца назад +2

    5.4 버전에서는
    attribute operation => copy Attribute
    Point Sampler => Select Points
    Density Noise => Attribute Noise
    Maths add => add
    영상 보는 시간보다 바뀐노드 찾는데 오래걸렸어요

  • @arkwiz_YT
    @arkwiz_YT Год назад +1

    Hello! Thanks for the informative videos. I'm trying to figure our if there is a way to sample bitmap data for spawning points? Like a texturemap for the landscape dictating where the forest should be?

  • @upfront849
    @upfront849 Год назад +1

    This does not work. I have a few landscape splines, but after doing the same setup to remove vegetation from where the splines are, nothing happens. No points appear when you select the get spline data node and the splines do not show up on outliner so I can add a tag as you suggested. When following the instructions from the new link you shared about difference node in 5.2, it also does not work.

    • @nilavan3295
      @nilavan3295 9 месяцев назад +1

      If you are using 5.3 and it adds a conversion node automatically, disable the conversion node and it works

  • @ryangregg1916
    @ryangregg1916 9 месяцев назад +2

    when I get to 4:17 on the video my whole forest goes away. I set everything how it should as well

  • @BradleyStilwell
    @BradleyStilwell Год назад

    Great series thanks! One thing I can' seem to figure out is how to get different bounding box sizes for different sized mesh entries on the Static Mesh Spawner. If I have 3 different building sizes then it's difficult to get accurate forest placement between the buildings becaues the 3 different sized buildings all share the same size bounding box.

  • @ArtemKevorkov
    @ArtemKevorkov Год назад

    Great tutorial series, really helpful! I have a question. Do you know do you plan on creating a tutorial on how to generate non-random points or places objects on the botder of the bounding box without using splines? It could be very helpful with generating procedural buildings and interiors🙏

  • @86Dina
    @86Dina Год назад +2

    Thanks for videos! In 5.3 version you can regulate steepness right in the "Spline sampler" node.

  • @Scizzz
    @Scizzz Год назад +2

    I'm having issues with this. I have the exact same set up as you. However first problem is my landscape spline doesn't conform to the terrain, and 2nd, when I switch to discrete in the difference node, it eliminates everything BUT the spline as opposed to the desired result of excluding the meshes along the spline. :''(

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Are you sure you plugged the difference and the source correctly in the difference node? Seems to me that you mixed them

    • @Scizzz
      @Scizzz Год назад +1

      @@adrienlogut3482 Nope. The Landscape Height is plugged into the source and the spline sampler is plugged into the differences. Set to Binary and Discrete. Same result. Tried restarting as well.

    • @adrienlogut3482
      @adrienlogut3482  Год назад +2

      It's a bit complicated to help you within RUclips comments. You can join this discord: discord.gg/unreal-slackers there is a PCG channel where I try to answer questions from people

    • @ACDynamic
      @ACDynamic Год назад +1

      I'm having the same problem as well

    • @kasenglui5879
      @kasenglui5879 Год назад

      @@ACDynamic +1!Set to Binary and Discrete.and show anything

  • @HigashiBashi
    @HigashiBashi Год назад +1

    Small issue I don't know how to fix.
    If you sculpt the landscape a bit the generated forest will stop generating and disappear. It will only appear if you move the PCG box all the way down so the top of it is level with the flat ground... Really odd.

  • @roryobrien6655
    @roryobrien6655 8 месяцев назад

    Thanks for this tutorial, I have some questions for anyone working on this - are there any special properties for the static mesh that can be used for something like a road on a spline. I tried to make a quick road mesh but when I set it, it did not stretch continuously but instead just a few segments were placed along the path. Any advice about static mesh qualities for spline use?

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад +1

      We don't have support for spline mesh yet so there is no mesh deformation possible with PCG. You'll have to use a Spline Mesh of you want this behavior.

  • @ATomCzech
    @ATomCzech Год назад

    I would like to know if it is posssible to cooperate between multiple PCG graphs, you basically did everything in one, but would better to have multiple smaller graphs.
    But grate tutorial, sometimes to fast to me and PCG graph is too small, it is almost not possible to read it.

  • @AleRender
    @AleRender Год назад

    Hi . Thanks for teh tutorial. Have you tried applying the road spline to a landscape with elevations? I tried it but it doesn't do it right and I think the problem is having landmass activated

  • @roryobrien6655
    @roryobrien6655 8 месяцев назад

    Another Question - How do you gety the spline to be an Actor? It seems like the spline I am using, which is a BP with spline component is fundamentally different in functionality to what you are using. I am new and cannot figure this aspect out. So far I am having trouble having any spline recognized at all within PCG and cannot see anything on debug as if the splines are not being seen at all by PCG. Lostnok this one(

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад +1

      It's pretty much the same for our purpose. The Get Spline Data will just search for a Spline Component on any found actor.
      To get the spline you need to add a tag to your actor and use that tag in the Get Spline Data

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад +1

      Don't hesitate to come ask your questions and get advices there: discord.com/invite/unrealsource

    • @roryobrien6655
      @roryobrien6655 8 месяцев назад

      @@adrienlogut3482 thank you, might just do that!

  • @Dhieen
    @Dhieen 23 дня назад

    Im on unreal 5.2 and im stuck as alot of people on the part at 4:30 (or something), the spline doesnt remove the foliage or remove all, whats the solution?
    Ifi put the mode Inferred in the Difference nothing is happening, if i put the discrete mode, everything is gone

    • @adrienlogut3482
      @adrienlogut3482  23 дня назад +1

      Check the follow up video ;)

    • @Dhieen
      @Dhieen 22 дня назад

      @@adrienlogut3482 ok ty!

  • @MichaelRoyalty
    @MichaelRoyalty Год назад

    I'm using an open world landscape spline that I've set up using a tag, and when I set up the first Difference node the PCG appears to be selecting the entire world except for the spline, including points that are out of the bounds. Any idea what I'm doing wrong?

    • @adrienlogut3482
      @adrienlogut3482  Год назад +1

      First make sure you plug the difference node in Bounding Shape instead of surface (I explained it wrong in the video) and plug the Landscape into the Surface Pin.
      Also make sure that "Unbounded" is unchecked in the surface sampler settings.

    • @MichaelRoyalty
      @MichaelRoyalty Год назад

      @@adrienlogut3482 The problem I'm seeing is when I debug the Difference node (The one you have selected at 4:30) -- I think it's creating points over the entire landscape, which then crashes my editor.
      I can get around it by setting difference nodes after the surface samplers, but I really like the simple workflow you've presented in the video.

    • @adrienlogut3482
      @adrienlogut3482  Год назад +1

      Oh yes if you try to debug the difference node it generates A LOT of points. 1 point has a volume of 1 cubic meter (1m*1m*1m). If you have a 1km*1km landscape, it's 1'000'000 points.
      If you don't have a beefy PC, using a surface sampler and debug this one will be better. You can disable/enable this surface sampler at need, when you want to verify that the difference is producing the right results!

    • @MichaelRoyalty
      @MichaelRoyalty Год назад

      Ahh great so it isn't just me. That makes sense, thanks a lot for explaining!

  • @NachoMancebo
    @NachoMancebo 10 месяцев назад

    Is it posible to have a choppable tree, or mineable rock inatanceate in pcg? Or just sm?

    • @adrienlogut3482
      @adrienlogut3482  10 месяцев назад

      You can either use Spawn Actor instead of SM but that will be way slower.
      Or you have a custom code/BP that transform Static Meshes into actors for meshes close to the player.

  • @86Dina
    @86Dina Год назад

    In 5.3 version there is no "density noise" node. Do you know what node is used instead?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      It was renamed to Attribute Noise, to allow to add noise to all attributes!

    • @86Dina
      @86Dina Год назад

      @@adrienlogut3482 thanks!

  • @udalovd
    @udalovd Год назад

    Hello Adrien, great work on PCG, i have a question. I'm not that good with procedurals. Is there any way we can do for example a underground mine with rooms and corridors of different width and floor height using this framework? I mean full base level geometry generation with set of tileable meshes using some kind of volumes to define bounds od rooms, corridors, slopes, pits?
    Also adding intersecting tunnels. doors, etc.
    Any chance of tutorial?:D

  • @inthedragonswake
    @inthedragonswake Год назад +1

    Hi Adrien, thank you for your videos! They are sooo helpful.
    Unfortunately, i am struggling with constant crashes as i follow along. Performance while i edit the graph has become an issue also. As of right now, im unable to get the PCG forest to exclude the Landscape Spline (Using Tag and World Partition is enabled with dedicated Spine Layer) When i try to generate any graph that refers to the spline, the engine slows to a crawl and seems to be processing untill it eventually crashes.
    Is anyone else having issues with constant crashes using PCG? Any help would be greatly appreciated. Appreciate your work!

    • @adrienlogut3482
      @adrienlogut3482  Год назад +1

      If you don't have a beefy PC, it is important to be mindful of all the operations in your graph. We are looking for introducing safeguards to avoid those crashes for people with less RAM.
      Also, you can hit the "Pause Regen" in the PCG graph editor and it won't regenerate the graph, which will probably help you.
      Also try to disable the static mesh spawners, because the spawing is often very expensive (and debug is spawning meshes).
      Good luck!

    • @inthedragonswake
      @inthedragonswake Год назад

      @@adrienlogut3482 Hi, Thank you for getting back to me. I currently have 32gb of ram installed. Would that be considered enough? Also, i have found that the issue mostly occurs when i use one large volume to populate a large area. Interestingly, if switch to using several small volumes to cover the same area, i am no longer getting the crashes (although the load times are still considerable). Do you have any recommendations for volume size on large open maps?

    • @danielwills2366
      @danielwills2366 Год назад

      @@inthedragonswake I have 128gb of ram and I experience similar issues but probably at a larger scale that you

  • @sebi3110
    @sebi3110 Год назад

    Hi there,
    how can I use the “Actor Overrides” functionality to override an integer variable of the spawned actor, that is spawned via the “Spawn Actor” Node in PCG?
    That’s what I have:
    Blueprint with PCG Component. The BP has the variable A = 2
    In the PCG graph I spawn an actor. This actor has the variable B = -1
    I’d like to set the variable B of the spawned actor to the value of variable A (which is 2), so that the spawned actor’s variable B is equal to 2.
    I tried to use the “Get Actor Property” node, and I was indeed able to at least debug print that value from the PCG graph. But I was not able to utilize the value in the “Actor Overrides” of the “Spawn Actor” node.
    I’d be happy if someone can shed some light on that topic, thank you!

  • @Mimosenherkules
    @Mimosenherkules Год назад

    Thank you for your Greate Videos to the topic of PCG, they helped me a lot. I´m looking forward to future Videos.
    One question I have in relation to splines is whether it is possible to make the gradient of the distance node dependent on the width of the spline (also the landscape spline)?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      I don't think we take into account the width for interior sampling unfortunately.

  • @junhadi5282
    @junhadi5282 Год назад

    Hi Adrien, when I try to inspect GET SPLIne Data as shown on 5:46 of the video , no point are found and no data is coming out. Would you know what could be the problem? For the other nodes on the graph the data appears when I Inspect.

    • @junhadi5282
      @junhadi5282 Год назад

      the comment in the program was that the spline was 'non spatial' I am not sure what that means?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Seems like it doesn't find the spline. If it is a Landscape Spline and your are in a World Partition map, you can select the spline in the outliner and add a tag to it, and use Get Landscape Spline by tag.
      If it is not a landscape spline, also use the tag version.

    • @junhadi5282
      @junhadi5282 Год назад

      @@adrienlogut3482 hi, your idea works that the spline data is detected now using the TAG method. However, it seems the spline deletes everything else in the PGC volume( the trees, rocks, etc) . Is there a scale or width I should check in terms of how much it cuts or erases?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      I explained it badly in the video. You should plug your difference output in the Bounding Shape pin of the SurfaceSampler and plug directly the landscape in the Surface pin.

    • @danielwills2366
      @danielwills2366 Год назад

      @@adrienlogut3482 That returns an error that it tried to create too many points

  • @palmajd33
    @palmajd33 8 месяцев назад

    For the closed spline, how did you make it into a instance?

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад

      Not sure I understand your question? What do you mean "make it into an instance"?

    • @palmajd33
      @palmajd33 8 месяцев назад

      @@adrienlogut3482I’m sorry I guess what I mean is you premade it. How did you make it closed loop and how do you tag it?

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад

      Ah I see, that's not really PCG related :) on the spline component, there is a Closed Loop option. And for tags, it's on the Actor directly, you can find it in the details view.

  • @tubedewy11
    @tubedewy11 Год назад

    Where is the road asset? Is it available?

    • @adrienlogut3482
      @adrienlogut3482  Год назад +1

      It was given to me by my colleague for this tutorial but he didn't give me the authorization to publish it.
      You can achieve similar results with a simple mesh plane and a megascan texture!

  • @romannavratilid
    @romannavratilid Год назад

    Can you work even with textures and textures masks in PCG...? Like for example the "clearing" area you made for the Cabin, could you specify that the clearing area (within the bounds of the spline) should have different terrain texture...? And that this new terain texture for the clearing area (within spline) should blend into the original textura in the borders area using some specific texture masks...?
    Can this be done within PCG...? Does PCG function/work with texture/masks/materials...?
    Thank you

  • @MrPangahas
    @MrPangahas Год назад

    How do you change the spawned meshes randomly without moving the PCG bp

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      You can change the seed on the static mesh spawner node

  • @RV-bc9yi
    @RV-bc9yi Год назад

    Hello Adrien, is it possible to spawn decals in PCG? I'm currently using a spline with decals on it, but it's pretty limited, so I can imagine a PCG with decals, which would be really cool ! Best

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      I haven't played with Unreal enough to know how decals work unfortunately...

  • @rattlesnake3d
    @rattlesnake3d Год назад

    Hello, thank you for all these tutorials, I was able to setup mostly of my points flawlesly, you are great sensei! :)
    I have a question, is there a way to orient the points to the terrain normal? and then combine the orientations with a random orient?
    thank you in advance

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Using the surface sampler will project the points and will use the normal of the terrain for the Up vector of each point. Same thing with the projection node, if you enable "Project Rotation"
      I think there is a bug in the projection node for spline though, it is probable that the normal is not projected correctly. If I remember correctly, sampling the spline and then project was working, but not the other way around.

    • @rattlesnake3d
      @rattlesnake3d Год назад

      @@adrienlogut3482 Awesome I will give a try, for some reason sampling my landscape show all the meshes pointing up and not the terrain normal, does it matter if my landscape is nanite?
      any ways I will test the suggested points, thank you again sir! keep on rocking

    • @rattlesnake3d
      @rattlesnake3d Год назад

      ahh you are right!, I am spawning my assets sampling a spline, that is why they are not orienting to terrain, still I used the projection node with the rotations but it barely made a difference :/

  • @jianxinzhou1563
    @jianxinzhou1563 Год назад

    I tried the tutorial on my project and I find the road spline is not able to exclude trees and other stuff. The difference is my landscape is created from the Openworld template. (world partition) Not Basic. I tried my PCG Graph it works on Basic. Is this a know issue?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Probably because you can't get your landscape spline the same way on a World Partition map :) in world partition you can select the spline like any other actors. So select it and add it a tag (same thing than I did with normal spline) and get spline data by tag (again same thing than normal splines in my video)

    • @jianxinzhou1563
      @jianxinzhou1563 Год назад

      @@adrienlogut3482 Thank you for helping! I tried use the tag, but it won't generate anything anymore. I can see in the debug view the spline sample points are detected.

    • @jianxinzhou1563
      @jianxinzhou1563 Год назад +1

      @@adrienlogut3482 I also tried to use spline BP, it works in Basic map, but not in World Partition Landscape.

    • @kym2834
      @kym2834 Год назад

      @@jianxinzhou1563 So if i am using world partition landscape this won't work? Meh!

  • @animationgenius880
    @animationgenius880 Год назад

    What about snow environment? Is it available?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      What do you mean?

    • @animationgenius880
      @animationgenius880 Год назад

      @@adrienlogut3482 are snow environment available in the procedural generatoion?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      PCG is just a framework to construct procedural rules. You can do what you want for the meshes/ambiance you want to create and it also can blend with other systems (if you need snow interaction for example)

  • @animationgenius880
    @animationgenius880 Год назад +1

    NOWWW WE ARE FUKING TALKING HAHAAAA

  • @Chris-yd2nr
    @Chris-yd2nr 4 месяца назад

    This Video badly needs some edits that Spline from the landscape is very buggy.

    • @adrienlogut3482
      @adrienlogut3482  4 месяца назад

      You can't edit a video unfortunately ^^ but you're not the first one that has issues with the landscape splines, we'll have a look at it.

  • @farkasvilkas5839
    @farkasvilkas5839 10 месяцев назад

    the nodes is completely invisible.
    they are too small

  • @chrisraven-bb4jc
    @chrisraven-bb4jc 6 месяцев назад

    I have tried to follow this course, but I have finally given up at this lesson. I cannot understand your speaking. It is slurred, run together and sentences are not finished. I have quite a bit of experience with Unreal and I really like the PCG concept I just found it to hard to try and follow what you are trying to say. Perhaps if you were to speak a little slower, make sure that your sentences are actually complete and give a little chat about what these nodes are doing, then we might have a chance at making the connections to the newer version engine. I am not a quitter but after going back and forth for over 3 hours and still only half way through lesson 4 I have finally thrown in the towel. It's to bad because I think you have good information to share but the presentation needs some serious work. Thanks

    • @adrienlogut3482
      @adrienlogut3482  6 месяцев назад +1

      Sorry you have trouble understanding me. There are subtitles which are not auto generated but written by me + you can slow the video if you need it to go slower. I'm not a native speaker so my accent is very strong :( There are also other tutorials from other amazing people, who are native speakers, so you might have a better chance with them! I hope you will come back to PCG at some point :)

  • @DustinMyDudes
    @DustinMyDudes Год назад +2

    Love these videos. Can't wait for more! Looking forward to the future of PCG!

  • @eggZ663
    @eggZ663 Год назад +2

    Now we're cooking!

  • @Dhieen
    @Dhieen 18 дней назад

    If i add anotehr pcg forest in my scene i have my trees on the inside of the curve cutout that are spawned 2 times, how do i fix that?

  • @roryobrien6655
    @roryobrien6655 8 месяцев назад

    For any PCG experts - if you wanted to create a spline that had a static mesh of say a brick wall, and then wanted to use PCG to place flowers or vines all alone the wall, how would that be done

    • @adrienlogut3482
      @adrienlogut3482  8 месяцев назад +1

      You could use the Mesh Sampler (episode 3) or World Ray Hit Query (Short Episode 1)

  • @sinan4651
    @sinan4651 11 месяцев назад

    is it procedural spline possible pcg roads paths ?

  • @LetsPatrick
    @LetsPatrick Год назад

    Can I ask what kind of graphics card you have?
    I have a 2070super with a Ryzen 9 5950X and it jerks when I rebuild it. do you have a special attitude or why does everything run smoothly?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      I have a Ryzen 7950X and 4090 😃 with megascans you hit the VRAM limit pretty quickly, so you might want to use smaller asset. And also try to reduce the graphic settings in Unreal. PCG is CPU only, and your CPU is decent so it should perform decently.

  • @hydeman75
    @hydeman75 8 месяцев назад

    in 5.3 Attribute operation is Copy attribute

    • @夜猫-v4w
      @夜猫-v4w 6 месяцев назад

      谢谢你的大力帮助

  • @SkyVeyron
    @SkyVeyron Год назад

    This video is insane! I don't know if you ever played a game called The Long Drive, it's a full pcg game and it has something that i would like to learn how to make, a infinite road that follows the terrain, made with a spline, could you make a video about that? It would help even more with my project

    • @adrienlogut3482
      @adrienlogut3482  Год назад +1

      If you haven't looked at the StateOfUnreal presentation for PCG, there is a demo of an infinite runner.
      You can generate at runtime, so it's just a matter of "spawning" the infinite spline/terrain and spawing PCG volumes too.

  • @HaydenLee
    @HaydenLee Год назад

    as someone who's worked in Maya for years and only recently started with Unreal, this is such a game changer. Thanks for developing this robust tool and for these highly detailed and understandable tutorials. I've watched them all and have used these techniques for my current project. I can also tell how freakin' smart you are and look forward to seeing your future work. Thanks for all that you do.

  • @jaffa999
    @jaffa999 Год назад

    This has been one of the most informative playlists ive seen about PCG, thanks for educating me! I have a Question, is it possible to sample vertex colours from a mesh? I see there is an option in the Project node called "Project color", but i have no clue if it is vertex colours or its own separate color value.

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      MeshSampler allows you to sample the color for a given mesh :)

  • @elonyastudio5866
    @elonyastudio5866 Год назад

    Hi Adrien,
    Thank you for such work it's awesome, so, I have a question, is it possible to have a grid that act like a spline? the idea is to make a grid where the points can be moved specially on z axis and then the neighbhor points react to that moverment and update their locations this way we can spwon meshes on that points and controll the over all shape. thanks

    • @adrienlogut3482
      @adrienlogut3482  11 месяцев назад

      Hi! Sorry for the delay in the answer!
      I would like to have a Create Surface from points, where we interpolate the surface like we do with spline interiors which is probably what you are looking after!
      But you are free to add a custom node for that :D

  • @KiLaMaJiRaa
    @KiLaMaJiRaa Год назад

    Great Video, I followed it to a tie several times just to make sure I had it right but once I hook up the difference node and change it to binary and discrete all my other PCG components disappear instead of cutting a path. Has anyone e3lse had this issue?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      It seems to be a problem that was reported multiple times. For now I'm not sure what is happening. I'll log it on my end.

  • @JanSeliv1
    @JanSeliv1 Год назад

    PCG is amazing as well as your playlist about it! thank you! ❤
    I got some questions, do you have ideas how to achieve next results (is it possible with PCG?):
    - symmetrical-only randomization. E.g: starting from the center, it's grassland, then forest, followed by mountains, and finally a desert.
    - bioms analyzing: if objects A are randomly generated around, then generate object B. E.g: Volcano (A) - Lava flow (B): Lava flows generate around generated volcano.

    • @adrienlogut3482
      @adrienlogut3482  Год назад +2

      You can chain PCG graphs (though it is a bit un-intuitive for now). And with Metadata/Attributes, you can add information to your points and use some node to only keep points with a given attribute for example (point filter).
      For the first one, you can paint the landscape and get the landscape layer value when sampling on the landscape. You can then use this to do biomes.

  • @junhadi5282
    @junhadi5282 Год назад

    Hi Adrien, is it possible to change the width of the static mesh used for the spline to enable a path that is wider?

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      You can either change the width of the spline, or use a Transform Points node changing the scale. I always forget if it is the X or Y axis. Probably Y.

  • @regisgeoffrion9614
    @regisgeoffrion9614 Год назад

    Scizz
    1 day ago
    @Adrien LOGUT Hi Adrien, keep these videos coming. You explain very clearly. I have a question. I am using World Partition, and I can't get SplineData. It does work properly if the landscape is in a standard level though (like in your example). I tried using LandscapeStreamingProxy as a class instead of landscape, but that did not work either. Any advice? Also, if any of you have wind in your scene and the beech tree (from previous episode) is jittering, this is a Nanite bug. Open the static mesh and disable Nanite (this will affect performance however).

    • @adrienlogut3482
      @adrienlogut3482  Год назад +2

      If you are in a world partition map, you can select the landscape spline and add a tag and get it by tag after.

    • @danielwills2366
      @danielwills2366 Год назад

      @@adrienlogut3482 Are you able to elaborate on that please?

  • @regisgeoffrion9614
    @regisgeoffrion9614 Год назад

    @Adrien LOGUT, I am not sure if this a major bug or if I am missing something. Maybe you can help. 1) Create forest on flat landscape as per tutorial. All works. 2) Go to to landscape mode, raise terrain in a small area with sculpt tool 3) Do PCG clean and generate 4) Trees where I have not sculpted are now gone. Only trees in the sculpted area remain. This is 100% repro. Am I missing anything or is this a known bug? I am using 5.2.0. Thanks

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Weird. I just try the same thing you did and it worked on my end. Might want to post something on the dev community with repro steps and video so we can see exactly what is going wrong.

    • @regisgeoffrion9614
      @regisgeoffrion9614 Год назад

      @@adrienlogut3482 Hi Adrien, I now know what causes this. This only happens if you Reserve a Spline Layer in the landscape (typically because you want your spine to follow the terrain). If you remove the Reserved for Spline in the layer everything works as expected. I hope this helps. Otherwise, really awesome tool. I love all the work you put in to debug on per node basis.

    • @caimax3075
      @caimax3075 Год назад

      @@regisgeoffrion9614 same bug no matter reserved for spline or not. just not work with sculpted landscape.

  • @李智-g7u
    @李智-g7u Год назад

    max一键解决的事情

  • @kym2834
    @kym2834 Год назад

    As Usual half the information and of the stuff already made up, with no explanation on how to make them. Anyone have any idea how create a spine, that the "Get Spline Data" can actually see. It does not work with River Spines BTW. it just says "No Matching actor was found"

    • @adrienlogut3482
      @adrienlogut3482  Год назад

      Sorry about that, you can create an actor and add a Spline component to it. Since it is pretty common in Unreal I didn't want to extend the video, and they are lots of information/docs on how to deal with splines in Unreal! I also showed how to tag the spline to gather it with Get Spline Data

    • @kym2834
      @kym2834 Год назад

      @@adrienlogut3482 Hey, Thank you for getting back to me, Yeah I found out some different spline types, None of them work, It seems to be with something to do with World Partition, which is sad. its bit of nightmare as its still Experimental, but it seems a lot these things won't work with world partition. from my understanding.