Great tutorial style, thanks for taking the time to make this. Fyi, the pins on the ‘input’ node are all being deprecated in the next version, so for things like ‘landscape’ there’s already a ‘get landscape’ node to use instead. Also, instead of unplugging nodes just hit ‘e’ for enable and disable. Also+ the weirdness of your spline points looks to just be not enough Z height in its bounds modifier. Also++ you usually want the difference node to go after all your point modifying, otherwise your points can end up missing each other and not subtracting.
Do you know how to make the subtract spline work up hills or ditches? Like the only way I can get it to work is to move the spline along the hill but how can I make it remove everything regardless of height?
Great tutorial! One question, when I used a spline loop to create a patch of grass it both projected the meshes onto the ground but also within the interior of the loop itself. How should I go about setting it so only the projected meshes are created? (edit) Nevermind I was able to figure it out. Note to self double check if your nodes are connected to multiple samplers.
yes they updated it, i should be making a newer video so that should address the issues, but now you can look for a node called get landscape data or something like that for landscape info
this is for 5.3, but the main difference would be there is no more input node, to extract landscape data, in 5.4 i belive you need to just create a landscape data node and that should be the biggest difference from my understanding i plan to make a video for 5.4
@@somedesigntutorials I will have to give it a go and follow along in 5.4, My friend did mention that there was some changes, but if i find any ill comment here
Hey! I saw a video of a Diablo 4 map made with PCG where the path has like walkways on both sides. Is there anyway you could show us how to do that with PCG? The video is named ARPG Graveyard - Procedural Unreal Engine 5 Environment.
when you say they had walk ways on both sides what do you mean exactly? i just watched the video, I see some paths have curbs on both sides of the walkway/path is that what you mean? other than that there are moments one path splits into two, but im not sure you are referring to that, that would simply just require you to add another spline path. let me know what you mean if I had not articulated your question properly
thanks !!!!! PCG D+ 🌈 its a new trend XD let me explain.. everybody renames the nodes to a D.. It's like coming out... you expect it the spawner node - no it's D... you place some samplers - after a few minutes they all become D... I know... it is because of selection by clicking instead of dragging a loop in Canvas.. but everybody and I keep doing it.. it is hilarious
hopelessly out of date 😩 and dude, honestly, figure out exactly what you want to say instead of just recording everything that occurs to you on the fly, which results in 'you know what?' 'I don't see anything happening' and the rest which makes it all unintelligible
This is a lovely tutorial. The D for Debug is HUGE in the PCG Graphs, and it helps so much to understand with visuals on what's happening.
Yeah debug is pretty useful to make sure things are working the way you intend it to
=)
I cant tell you how thankful I am for this video, i've been having it on replay for the past week getting my PCG splines just perfect, thank you
glad to help
Great tutorial style, thanks for taking the time to make this. Fyi, the pins on the ‘input’ node are all being deprecated in the next version, so for things like ‘landscape’ there’s already a ‘get landscape’ node to use instead.
Also, instead of unplugging nodes just hit ‘e’ for enable and disable.
Also+ the weirdness of your spline points looks to just be not enough Z height in its bounds modifier.
Also++ you usually want the difference node to go after all your point modifying, otherwise your points can end up missing each other and not subtracting.
Awesome tips thanks, also super useful and I didn’t know!… thanks a lot
Thank you for this. I was like "TF?" lol
Thanks, this was immensely helpful. I feel I got a bit of a handle on how the system works now
As a stoner, I appreciate your love of cones xD
This is great! I was looking at the pcg sample that comes with ue5.4 but its a little hard to understand. Thanks for the video
Glad to help!
For some reason when I create my PCG Volume Cube and I click on Generate nothing happens
How do you create caves?
Very good one, thanks
Do you know how to make the subtract spline work up hills or ditches? Like the only way I can get it to work is to move the spline along the hill but how can I make it remove everything regardless of height?
Thank you so much!
Great tutorial!
One question, when I used a spline loop to create a patch of grass it both projected the meshes onto the ground but also within the interior of the loop itself.
How should I go about setting it so only the projected meshes are created?
(edit) Nevermind I was able to figure it out. Note to self double check if your nodes are connected to multiple samplers.
Thanks! And glad you figured it out do let me know ow if you have any other questions
Hi, the input node doesn't have any of the options anymore. Have they updated it or am I doing something wrong?
You should be able to search for a node called 'Get Height Info' or something like that (can't exactly recall its name)
I have found that with 5.4 too.
yes they updated it, i should be making a newer video so that should address the issues, but now you can look for a node called get landscape data or something like that for landscape info
I have the problem that my PCG content generates everywhere, also outside the bounding box. Even though "unbounded" is unchecked in the PCG graph.
is this for UE 5.2, 5.3 or 5.4? im trying to learn it for 5.4 and I want to make sure the video is accurate as there is node changes apparently
this is for 5.3, but the main difference would be there is no more input node, to extract landscape data, in 5.4 i belive you need to just create a landscape data node and that should be the biggest difference from my understanding i plan to make a video for 5.4
@@somedesigntutorials I will have to give it a go and follow along in 5.4, My friend did mention that there was some changes, but if i find any ill comment here
Yes please do if you find anything that doesn’t work
Hey! I saw a video of a Diablo 4 map made with PCG where the path has like walkways on both sides. Is there anyway you could show us how to do that with PCG? The video is named ARPG Graveyard - Procedural Unreal Engine 5 Environment.
when you say they had walk ways on both sides what do you mean exactly? i just watched the video, I see some paths have curbs on both sides of the walkway/path is that what you mean? other than that there are moments one path splits into two, but im not sure you are referring to that, that would simply just require you to add another spline path. let me know what you mean if I had not articulated your question properly
Nice!
Is there a way to change the style of the trees or are they locked into that graphic style?
Well you can just change the tree object to how ever you like and plug it into the pcg, not sure if that answers your question
thanks !!!!!
PCG D+ 🌈 its a new trend XD
let me explain.. everybody renames the nodes to a D.. It's like coming out... you expect it the spawner node - no it's D... you place some samplers - after a few minutes they all become D... I know... it is because of selection by clicking instead of dragging a loop in Canvas.. but everybody and I keep doing it.. it is hilarious
out of date the PCG graph node is now different
Yes I plan on making a new video covering some of the differences
@@somedesigntutorials YEA and by that time UE have changed it again....... they seem to try and be all things to all men and failing miserably at it.
hopelessly out of date 😩 and dude, honestly, figure out exactly what you want to say instead of just recording everything that occurs to you on the fly, which results in 'you know what?' 'I don't see anything happening' and the rest which makes it all unintelligible
well thanks for the tip! I plan to make an updated video, this was made before 5.4 so yes its outdated sadly
@@somedesigntutorials all good man I look forward to it !!
What a mess of tutorial Jesus...
Thanks
this tutorial is hard to follow