Yes, You Can Sculpt Landscape With PCG
HTML-код
- Опубликовано: 13 янв 2025
- If you like my horror game development process, you can support it on my Patreon page: / borodante
Support Ukraine:
razomforukrain... - Razom For Ukraine, donate for medical aid using PayPal etc.
help.unicef.or... - UNICEF, support children of Ukraine.
Music: Solar Sailing - Osoku.mp3
Hi! Thanks for sharing this tutorial!
I don't know if that has been said already but you can get your landscape spline information in PCG by Get Spline Data >
Actor Filter = All World Actors
Actor Selection = By Class
Actor Selection Class = Landscape
Thanks man! your a life saver
No problem!! Happy to help :-) @@HenryRronbertson
Good approach!! Ty
That's good to know
I love all of your devlogs and videos! I’ve been watching since your horror character modeling and i haven’t missed a single video- Keep it up and i’m excited to see your development and progress!!
I have never used a single 3D program and half the time i have no idea what you are saying yet i am so invested in the journey behind this game.
Your personality really shines through, and while i don’t usually play horror games, i can’t wait to play this game!
Your voice is also really comforting so i listen to it when doing chores.
Keep up the good work!
Thank you for your support! Sometimes I get too nerdy in a random direction, and most of my audience have no idea what to do with this :)
Thanks for showing some of those pitfalls. Will definitely save me time once I start experimenting with PCG.
I literally saw this in the plugins today and wondered what it was, and then even more randomly found this video!
OMG now you can create really good streets with splines where the mode changes for instance bridges and more. Haven´t heard of this plugin so thank you sooo much
To make the falloff you could get the first and last point and move then down slightly
best intro maybe it could get a slap of the tablet too.
Thanks you for this great video and share your knowledge! If anybody get an error with "SpawnActor" node (invalid actor), just manually regenerate the PCG and it seems to fix the problem.
you could use a texture and have it place a red node on the beg of the spline in the spline bp... so like.... make world texture red on spline.... then you can use that red texture in pcg to make it so you can smoother the start and end points
I’m looking forward to seeing what Epic’s slated overhaul of the landscape workflow is going to be.
Nice work...
p.s.
You can sample the Landscape Spline into the PCG, just TAG the spline with a name you like, then in the PCG> Sample Spline(All World Actors - by TAG) >> match the tag Name >> Into a spline sampler... and the rest is easy :)
will this method allow custom heightmaps to be generated at runtime?
What are thouse trees and plants you are using pls? Is it quixel or something else?
If you skip the projection, it shouldn't stack the sinking. Just add an offset so you can still see your spline.
The TexturePatch component turns out to be even more useful than the CircleHeightPatch, it lets you "displace" the landscape with textures! Combine this with render targets or RVTs, I believe you can create any landscape effect you want, like dynamic bomb craters, path trails even foot prints! Thanks a lot for the exploration and inspiration!
Uh oh, I just tested it, the component won't move when in play mode... But no matter, we have this wonderful Nanite tessellated landscape now in 5.4, so we can still make this effect in that right?
@@Nevetsieg I'm not sure nanite tessellation of landscape would allow you to shift that much. Maybe if you up the displacement in the material details (to allow a bigger range), but they don't recommend a larger displacement limit than needed as it messes with culling.. but I'm not sure how much that applies to 'big modifications of landscape'.
@@MinusGix It doesn't seem to be a hard-coded limitation for nanite displacement, but yes the culling problem is gonna be huge if displaces more than several meters. So bomb-craters: no, foot prints: yes.
Can you spawn landscape brushes with PCG? Cos that would be a way to shape the landscape’s height map, rather than trying to displace a large form like a bomb crater with material displacement.
This seems like something that'll hopefully get a dedicated node setup for in the future, until then though it feels like just combining landmass with PCG will be the best bet.
Thanks for sharing great stuffs . I am stuvk in one approach and looking forward for guidance .I have generated grass with PCG method and now looking for deformation of grass if any object is under the ground and deforming the ground on which grass is generated . Giving it a feel that something is beneath the ground . Any suggestions on how to acheive this .
I'm wondering if PCG system can help to make run-time destruction/deformation for landscapes, like craters in Battlefield 4/ BF1. Because, the only way I've managed to find more or less similar - is voxel plugin. But it still looks bad in comparison to Battlefield)
Or other way, is to make a crater mesh, which would stuck on top of the surface, so actually the borders of it would be higher, and the hole in center would be lower than borders, but still little bit above the landscape. Like a trick, but not actual deformation. But I think, I saw similar things in BF5.
This is very cool... Thanks for the video :)
U can interface with landmass and control splines directly
Damn, I saw a tutorial of a river spline going into a lake, where they had the gradient of point density as the spline entered the lake. Can’t remember who’s tut it was..
hi, i cant found node spline path and how i can to put node green in input? i need tutorial, please
Hi Borodante! may by we can use new logic nodes like Branch to include this landscape BP in to main graph. Like point data---->Branch(with atribute) (A)line get points to spawn BP and add atribute to this points -->> go back to Branch (attribute trigered) (B)line go next generaton...
Awesome project, I been watching for many months now!!!! Can you do some more videos on enemy A.i programming...
"i researched it for more than 5 minutes" 🤣🤣🤣🤣
more than enough time with the info available tho if going hard , but that made me giggle heavily
Hi. Is possible to do this in runtime? For exemplo for digging or flatten a terrain?
Anyone struggling to spawn the BP Actor at end of PCG Graph:
In Spawn Actor Node: Settings / No Merging
Very cool, nice discovery!
Thank you share your good skill. Do you have any problems running Unreal Engine on your laptop? I want to use Unreal Engine on my laptop, too. What laptop are you using?
Thie was super helpful! Thx
Why not use the Apply Spline node in the blueprint?
So... for a noob like me that started UE 5.4 3 days ago how can i make PSG like that?
Can you give me your code to cook at it?
My idea is to be able to create forest with random paths (path is lower than the rest) in it.
this is what i was lookin for but i didnt know what it was called
Nice, there is a pcg in electric dreams that does something like this too where there is a tree fallen and create a trench. I’ve wonder if they do this too.
I don't believe so. From the PCG previews it looked more like they were just placing static meshes on top of a premade landscape, and then stacking more meshes on top.
I stand corrected re watched and they dont so any landscape lifting with pcg@@Jofoyo
Can you use this with a texture patch? I can't seem to make that work
Cool,! So I could actually attach this landscape component on a house and spawn the house and flatten/even out the terrain beneath? Its something I have never found away to do.
Yep, it works well for this situation
@@BoroCG really? I saw raise and lower, is there a flattening option? .. and PCG takes that component in count when spawning the house with the attached component?
Using PCG in that context is maybe a little overkill isn't it? You could just use a spline that spawns actors and prevent it from refreshing on movement... It saves a few clicks I guess
Woah, neat!
Great tutorial 👍
can it be done at runtime?
It doesn't. That's what I'm trying but I get no results so far
well done!
Super cool!
I wonder if it's even necessary to have everything procedural. Why not just generate the heightmap for the terrain and then go in and sculpt the paths yourself
He explained why in the first two min of the video
nice job...
thx ;)
You look like you are a blueprint yourself
Aye yo 😂😂😂
Lol
nice intro bro
cool vid
awesome ty :())
Now we are talking :)
"I Fell harassed walking on this" 2023 borocg😂
Прикольно
Nice discovery! I'm testing it right now. I use a custom note to find the first and last point of a spline in PCG. This helped me making a path with complex shaped ground mesh having the start and end smoothly going into the landscape. Should also work for your usecase. Here is a video about finding the start and end point: ruclips.net/video/N0HPzJaBrfs/видео.html
Oh thanks! Should be exactly what I wanted to add
@@BoroCG in the plugins i dont get the pcg option required only the mesh one shows up.Advice pls
Is this Best Practice? Looks more like cheating :-D ? Is there a more complex and better solution?
Radal
It took me a while to realize you were talking about a framework within Unreal Engine. Simply adding the word "UE5's" before "PCG" in your title, or in your video description, would have made things much clearer. Thanks nonetheless for all you do.
You look like a NPC from cyberpunk.
💀