thank you very much, you made this tutorial for free... I was looking for a PCG tutorial but your tutorial was the best and most other RUclipsr tutorials were incomplete🙏
Hello, I wanted to use your technique to create a dirty road with a straight center line and other details on the sides, but I encountered two problems that affect the realism of the scene: The static mesh used for the road doesn't bend, so the line doesn't curve when the road turns. My mesh is subdivided, so it should be able to bend. Since the mesh doesn't bend, it is simply placed on the spline, causing it to collapse into itself on turns. So my question is: is it possible to make the mesh follow a spline and bend from a level to a PCG graph? Thank you for the video, great explanation!
Hello, to bend the mesh you have to use spline mesh (since your mesh is subdivided it will bend well). I have not tested if you can use the same spline for the PCG generation but it may work, try it :) I will try to think of example and do a tutorial with mesh splines soon too.
Thank you for the excellent tutorial. I found it very helpful. However, I encountered an issue with the OrientPoint function in Unreal Engine 5.3. It doesn’t seem to be working. Could you please provide some guidance or a potential solution for this?
Point filter doesnt work to get tags from Level instances anymore. Idk why they keep going in reverse breaking everyones graphs **EDIT** this works MAKE SURE ITS NOT A COMPONENT TAG ON MESHES ITS AN ACTOR TAG!
How would I go about splitting paths? Is there a method to do this clean or do I need to model splits on my own? I am currently working on a kind of confusing forest level setup and any advice concerning the handling of advanced paths would be great
Hello, in version 5.4 the Point Filter node was changed to Attribute Filter and it no longer seems to work with the labels assigned to the meshes, I don't know how I could continue.
@@casperznx7291 just search tag on the mesh in the outliner you'll see component tag (if that's where you put your tag, that's why PCG can't find it). And actor tag. You want the tags on actor tags. Also you wanna turn the level instance into a data asset. It's just like how you convert it to PCG settings it's just not under scripted asset actions, but asset actions instead.
it's possible but in the newer versions it's easier. Otherwise you should use custom blueprint nodes In newer versions you should be able to do it with data assets
nice tut! thanks a lot. However I´m using 5.3 and the "filter by tag" node is not working for me. I tried placing it everywhere on the graph but no luck, it´s like it´s not considering the actor tags in the sublevel
@@DaniMarti_ thanks! Those nodes are added automatically in 5.3 it seems, however it´s still not working for me. Watched the tut a few times already :(
just figured it out! On the transform points node after filtering the tag you want, you need to check the "apply to attribute" checkbox, and write down RelativeTransform as the attribute
Do you have thoughts on how a spline path like this could work with a traditional UE landscape? I’m imagining having to do a lot of landscape sculpting to stop the landscape from clipping through the spline path meshes, or is there a way for the spline to automatically carve out the landscape a certain amount underneath and a certain width?
You could make a Landscape Spline to edit the Landscape following the same spline it lets you set the desired width and properties. I'm not sure if you can directly use the PCG with the Landscape spline since it still is in Beta mode and some features are missing but if you have the same Landscape spline to shape the Landscape and this spline to place the path, all should be good..
@@dk_3d another thought I had was using the ‘landscape patches’, having those spawn along the spline, have you seen those being used to deform the landscape?
@@peterallely5417 Looks promising but the limitation of being circle and not being able to rotate the deformation limits a lot the usability. Hopefully it will improve until the final release.
Check the Apply Hierarchy node, you should apply the transformation from the custom properties you can verify if your values are the same at 14:16 in the video at the right side details panel
If you select your blueprint in the level then go to the details panel and find the PCG component there you have "Clear PCG Link" button that will unlink from new generation
hi, when I try to insert the static mesh spawner at the moment 14:31 the node says "error - attribute "Mesh" is not in metadata". it still spawns one iteration of the static meshes but no more (it also doesnt spawn a landscape i did for the ground" does anybody know what is going on? im working in ue5.4
@@dk_3dyes I did. I downloaded those nodes from another video instead of migrating them directly from the electric dreams project. Maybe that's the problem
@@dk_3d I was able to fix the iteration along spline problem. Thank you very much for answering my question. I was able to troubleshoot the problem it because you answered this. other question is the itteration suposed to work with landscape meshes?
Hey guys i am Useing Unreal 5.4 and followed this tutorial it looks like so helpfull for my situation but now if i am trying to connect the Orientpoint in the PCG Graph its only coming up a Filter and its not connecting direktly to any node also the PCG Graph stops streaming so not working is knowing someone how to fix that?
Can anyone provide me with assistance? I’m having trouble with PCG spline graph for a path. I got it to load my level instance but no matter how long I have the spline it only shows one instance. I have tried both distance as well as subdivision in the spline sampler
When I hit undo (Ctrl+z) after moving a spline I get a weird duplicate of the PCG in a offset place in the level. I assume this is a bug. Anyone else getting this?
I followed every instruction and even watching other videos to complement, but for some reason my level instance is not shown, the line appears but without any mesh. I installed all the plug-ins from Electric Dreams and I migrated the custom nodes, but even with that, I can't visualize the Blueprint correctly. Please Help!!
@@dk_3d Sure, minute 14:48! After finish the first set up of the blueprint with the custom nodes and back to the scene the blueprint appears with the level instance. My problem is that the instance of my level instance doesn't appear, it's just the blueprint with the spline without any mesh.
@@tanyabricker7902 Did you build the "PCG settings" file after populating your level instance, try building it again and delete it from your PCG graph and drag it again.
It's using instances for each mesh so it is optimized, but the biggest impact is on the workflow when you do the level design and if you need to make changes later.
Hello its custom blueprint function. It's created in my previous video about PCG fence. It's linked as Card in the video or go to my channel and open the previous video.
Thanks for this breakdown of their demo and step-by-step tutorial!
Dude keep it going! your tutorials helped me a lot more than most of the others out there!
Great tutorial bro, It's a kind request please make some more tutorials on PCG.
Awesome tutorial, thanks so much. Have subscribed in the hopes for more!
thank you very much, you made this tutorial for free... I was looking for a PCG tutorial but your tutorial was the best and most other RUclipsr tutorials were incomplete🙏
Very good tutorial! Thanks for sharing it!
Thank you so much for this.
Thank you,great tutorial😍
Hello, I wanted to use your technique to create a dirty road with a straight center line and other details on the sides, but I encountered two problems that affect the realism of the scene:
The static mesh used for the road doesn't bend, so the line doesn't curve when the road turns. My mesh is subdivided, so it should be able to bend.
Since the mesh doesn't bend, it is simply placed on the spline, causing it to collapse into itself on turns.
So my question is: is it possible to make the mesh follow a spline and bend from a level to a PCG graph?
Thank you for the video, great explanation!
Hello, to bend the mesh you have to use spline mesh (since your mesh is subdivided it will bend well). I have not tested if you can use the same spline for the PCG generation but it may work, try it :)
I will try to think of example and do a tutorial with mesh splines soon too.
Thank you for the excellent tutorial. I found it very helpful. However, I encountered an issue with the OrientPoint function in Unreal Engine 5.3. It doesn’t seem to be working. Could you please provide some guidance or a potential solution for this?
Very cool lesson. Thank you very much. 😃
will you do a tutorial on generating Road bumper on highway and with marking details?
Sure, I'll plan to do a highway, Epic added Spline Meshes with Nanite in 5.4 so it will be great opportunity to show this feature.
Point filter doesnt work to get tags from Level instances anymore. Idk why they keep going in reverse breaking everyones graphs **EDIT** this works MAKE SURE ITS NOT A COMPONENT TAG ON MESHES ITS AN ACTOR TAG!
Thank you man, they updating to make it better it's still in beta so don't expect anything to be totally fixed
How would I go about splitting paths? Is there a method to do this clean or do I need to model splits on my own?
I am currently working on a kind of confusing forest level setup and any advice concerning the handling of advanced paths would be great
Hello, in version 5.4 the Point Filter node was changed to Attribute Filter and it no longer seems to work with the labels assigned to the meshes, I don't know how I could continue.
make sure its not a COMPONENT TAG ON THE MESHES BUT AN ACTOR TAG!!!
@@coltonwiley359 How do I assign an actor tag to an SM? o.o
@@casperznx7291 just search tag on the mesh in the outliner you'll see component tag (if that's where you put your tag, that's why PCG can't find it). And actor tag. You want the tags on actor tags. Also you wanna turn the level instance into a data asset. It's just like how you convert it to PCG settings it's just not under scripted asset actions, but asset actions instead.
@@coltonwiley359 Thaaaaaanks
Thanks for great tutorial! I'm wondering if it's possible to make a set of different level instances and randomly put them on the spline?
it's possible but in the newer versions it's easier. Otherwise you should use custom blueprint nodes
In newer versions you should be able to do it with data assets
nice tut! thanks a lot. However I´m using 5.3 and the "filter by tag" node is not working for me. I tried placing it everywhere on the graph but no luck, it´s like it´s not considering the actor tags in the sublevel
If you add the node "Filter - Point" in front of the Point Filter, it should work like the video :-)
@@DaniMarti_ thanks! Those nodes are added automatically in 5.3 it seems, however it´s still not working for me. Watched the tut a few times already :(
just figured it out! On the transform points node after filtering the tag you want, you need to check the "apply to attribute" checkbox, and write down RelativeTransform as the attribute
@@olarenders9202 ooh yeah, that's a hidden one :-)
How did you solve it... I'm facing the same problem... My big rocks won't rotate.. 😅😅
How did you add the extra points on the spline to shape the path
Idk where exactly do you mean but if you ALT + click and drag from some point you add an extra point. It's default Spline behavior
Very usefull tuto bro!
Do you have thoughts on how a spline path like this could work with a traditional UE landscape? I’m imagining having to do a lot of landscape sculpting to stop the landscape from clipping through the spline path meshes, or is there a way for the spline to automatically carve out the landscape a certain amount underneath and a certain width?
You could make a Landscape Spline to edit the Landscape following the same spline it lets you set the desired width and properties. I'm not sure if you can directly use the PCG with the Landscape spline since it still is in Beta mode and some features are missing but if you have the same Landscape spline to shape the Landscape and this spline to place the path, all should be good..
@@dk_3d another thought I had was using the ‘landscape patches’, having those spawn along the spline, have you seen those being used to deform the landscape?
@@dk_3d look for BoroCG’s video called “yes, you can sculpt the landscape with PCG”
@@peterallely5417 Looks promising but the limitation of being circle and not being able to rotate the deformation limits a lot the usability. Hopefully it will improve until the final release.
Hey, after adding static mesh spawner ,the assets are aligning in the horizontal direction, how can i fix it?
Check the Apply Hierarchy node, you should apply the transformation from the custom properties you can verify if your values are the same at 14:16 in the video at the right side details panel
@@dk_3dstill facing the problem everything is correct , there's is something problem with the pivot, idk
After creating this path from pcg, can we remove pcg and save or use this created path in other places?
If yes how?
If you select your blueprint in the level then go to the details panel and find the PCG component there you have "Clear PCG Link" button that will unlink from new generation
hi, when I try to insert the static mesh spawner at the moment 14:31 the node says "error - attribute "Mesh" is not in metadata". it still spawns one iteration of the static meshes but no more (it also doesnt spawn a landscape i did for the ground" does anybody know what is going on? im working in ue5.4
Do you use the Copy Points with Hierrarchy node ?
Also the Apply Hierarchy
@@dk_3dyes I did. I downloaded those nodes from another video instead of migrating them directly from the electric dreams project. Maybe that's the problem
@@dk_3d I was able to fix the iteration along spline problem. Thank you very much for answering my question. I was able to troubleshoot the problem it because you answered this. other question is the itteration suposed to work with landscape meshes?
Hey guys i am Useing Unreal 5.4 and followed this tutorial it looks like so helpfull for my situation but now if i am trying to connect the Orientpoint in the PCG Graph its only coming up a Filter and its not connecting direktly to any node also the PCG Graph stops streaming so not working is knowing someone how to fix that?
Did you get it working in 5.4?
Can anyone provide me with assistance? I’m having trouble with PCG spline graph for a path. I got it to load my level instance but no matter how long I have the spline it only shows one instance. I have tried both distance as well as subdivision in the spline sampler
This is a problem I'm trying to tackle as well. Have you had any luck?
When I hit undo (Ctrl+z) after moving a spline I get a weird duplicate of the PCG in a offset place in the level. I assume this is a bug. Anyone else getting this?
It's common in PCG, it's still experimental feature. Hopefully in 5.4 they fixed it.
I followed every instruction and even watching other videos to complement, but for some reason my level instance is not shown, the line appears but without any mesh. I installed all the plug-ins from Electric Dreams and I migrated the custom nodes, but even with that, I can't visualize the Blueprint correctly. Please Help!!
Can you provide more details at what stage you see difference between the showed reslt in the video and your tests
@@dk_3d Sure, minute 14:48! After finish the first set up of the blueprint with the custom nodes and back to the scene the blueprint appears with the level instance. My problem is that the instance of my level instance doesn't appear, it's just the blueprint with the spline without any mesh.
@@tanyabricker7902 Did you build the "PCG settings" file after populating your level instance, try building it again and delete it from your PCG graph and drag it again.
@@dk_3d Same problem.
is it more optimized than just put objects on the scene?
It's using instances for each mesh so it is optimized, but the biggest impact is on the workflow when you do the level design and if you need to make changes later.
Where to find the OrientPoint function node
Hello its custom blueprint function.
It's created in my previous video about PCG fence.
It's linked as Card in the video or go to my channel and open the previous video.
Hey for some reason your video seems to be set joy not allow people to save to their watch later or any other playlist, fyi
1:13 eninem?