Thank you for this. I also had a go at trying to use a Foliage Type instead of a new struct, but I probably need to have a deeper look at the c++ classes underneath those.
@@Procedural_Minds Thanks. I was just trying to see if I could reuse Foliage Types instead of a custom struct. It is probably still viable, but would take a bit of fiddling about. For the meantime the custom struct does what it needs to do :)
Do you mean the little node that converts a point to an attribute? Sampling that doesn't give me any data, nor does it separate all the points into individuals like the Attribute Partition. Unless I'm misunderstanding and you're referring to something else.
@@Procedural_Minds first injection attributes into the points using match and set attributes and then partition the points based on index. Then let’s say for custom transformations just loop the points into a transform node, grab a clone of the same points and convert to attributes and plug that into the corresponding attribute pins of the transform points node. All transformations will if the injected transformation attribute data match the names exactly. Like ScaleMin ScaleMax etc.
Trying to learn ue5 is so frustrating. The documentation is so bad and everything is non-intuitive. So what is even the point of the Get Loop Index or Get Attribute From Point Index nodes? If you are partitioning everything before feeding into the loop then you always get a single row of data. You don't need any indices. Nothing makes any sense.
Get loop index gets you which loop it is, so if you're looping 5 times it goes from 0 to 4. Get attribute from point index is because you can be looping on multiple points, which are stored in array. So you can get information from point at index 2 on loop 1 for example. Once you have more experience with Unreal it'll all start to make sense to you. :)
Thank you for this. I also had a go at trying to use a Foliage Type instead of a new struct, but I probably need to have a deeper look at the c++ classes underneath those.
I don't code, so if you definitely don't need to know how to code to learn PCG at the very least. :)
@@Procedural_Minds Thanks. I was just trying to see if I could reuse Foliage Types instead of a custom struct. It is probably still viable, but would take a bit of fiddling about. For the meantime the custom struct does what it needs to do :)
once going over it like this, it makes alot more sense. This is going to be extremely helpful soon for me! thank you!
You're very welcome. I tried to explain it as simply as I could. :)
Just what I was looking for, thx! 😍
Holy crap! Thanks a ton! ♥
@@Procedural_Minds Well deserved, I finally managed to use an Array of LandscapeLayers for a forest-tool. 😁
THANK YOU
You're welcome! :)
Thanks!
Wow! Thank you so much for the massive support! ♥
Does it work with UE5.3?
The data asset section definitely does not as it was added in 5.4. I don't recall if the node is there in 5.3. If it is then it should work.
brother just use points to attribute node and pas it through the loop and all of it will come out matched perfectly
Do you mean the little node that converts a point to an attribute? Sampling that doesn't give me any data, nor does it separate all the points into individuals like the Attribute Partition. Unless I'm misunderstanding and you're referring to something else.
@@Procedural_Minds first injection attributes into the points using match and set attributes and then partition the points based on index. Then let’s say for custom transformations just loop the points into a transform node, grab a clone of the same points and convert to attributes and plug that into the corresponding attribute pins of the transform points node. All transformations will if the injected transformation attribute data match the names exactly. Like ScaleMin ScaleMax etc.
Dude thank you, I was having problems, but this actually works better for my system
@ anytime bruv
Trying to learn ue5 is so frustrating. The documentation is so bad and everything is non-intuitive. So what is even the point of the Get Loop Index or Get Attribute From Point Index nodes? If you are partitioning everything before feeding into the loop then you always get a single row of data. You don't need any indices. Nothing makes any sense.
Get loop index gets you which loop it is, so if you're looping 5 times it goes from 0 to 4. Get attribute from point index is because you can be looping on multiple points, which are stored in array. So you can get information from point at index 2 on loop 1 for example.
Once you have more experience with Unreal it'll all start to make sense to you. :)
@@Procedural_Minds That's what I keep telling myself. Still waiting for my Eureka moment.