Unreal Engine 5.2 PCG Plugin - Ep 4.1 - Update on Splines + Discord/FAQ

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  • Опубликовано: 15 ноя 2024
  • Hi everyone!
    Quick video to give you an update on the final version of 5.2 that changed how the Surface Sampler is working, making the previous tutorial with Splines not working.
    Previous tutorial: • Unreal Engine 5.2 PCG ...
    DISCLAIMER: This plugin is still in experimental mode, to learn more about Experimental, see: "docs.unrealengine.com/5.1/en-US/experimental-features"
    My twitter if you want to be notified for future videos: / amathlog
    Link to tutorial in Epic Dev Community: dev.epicgames....
    Also, you can find the Unreal Slackers discord there: unrealslackers...
    And the FAQ (unofficial): docs.google.co...
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Комментарии • 38

  • @eldridgefelder3427
    @eldridgefelder3427 Год назад +2

    If I can offer any tips when recording Unreal videos... Goto Tools > Debug > Widget Reflector and increase the Application Scale to like 1.5. This will make it 100% easier to read your blueprints in your video. You spend a lot of time zoomed out in your blueprints, but it becomes super hard to read. Just a tip.

    • @adrien_logut
      @adrien_logut  Год назад +2

      Oh I didn't know about that! I'll have a look for next video ;)

    • @chaosordeal294
      @chaosordeal294 5 месяцев назад

      I just punched mine up to 1.02 and my eyeballs thank you.

  • @AlvaroRealtimeMayhem
    @AlvaroRealtimeMayhem Год назад

    Hey Adrien. Thank you so much for this valuable content.
    We started to branch our game Crete to implement PCG with our custom world generation system. All working great and a lot of potential to communicate both systems.
    We are having an issue that only happens after packing and trying to play the level.
    When having PCG as a component of an specific actor (i.e a house with a box bound) and spawning HISM or ISM, in the level generation we have the classic "Array index out of bounds" error and crashes.
    This won't happen if we spawn actors instead, or we spawn HISM/ISM but in the editor.
    The crash moment happens when spawning these houses in a for each loop for their location (containing each of them a PCG component).
    We are trying to isolate the issue, but if something comes to your mind would be incredibly useful!

  • @MarkOfArgyll
    @MarkOfArgyll Год назад

    Cool stuff, the change makes sense.

  • @waw4428
    @waw4428 Год назад +1

    Will there be a way for the PCG to obtain the landscape material layer on which the points are? For example, if the landscape has a forest material layer and a desert material layer, when generating the forest, it would only select the points on the forest material layer.

    • @adrien_logut
      @adrien_logut  Год назад +1

      It's already possible, sampling on the landscape put this layer values in attributes. You can filter them with a point filter afterwards

    • @waw4428
      @waw4428 Год назад

      @@adrien_logut Thanks for the info. However, although I see the layer names in the attributes, how do you call them? For the layer called Forest, $Forest isn't working. I tried other variations too.

    • @waaluss
      @waaluss Год назад

      @@adrien_logut would it be possible to spawn points on mesh based on map input?

  • @waw4428
    @waw4428 Год назад

    If I may, one more question. Are you able to spawn decals with PCG on a spline, for example, or do we need to wait for a node called Decal Spawner? I was unable to use the other nodes to do so.

  • @PropheticGamesProductions
    @PropheticGamesProductions Год назад

    Wow, I will try it soon !! Thank you

  • @FrancoisCaffiaux
    @FrancoisCaffiaux Год назад

    Merci beaucoup pour l’update! 👍

  • @waw4428
    @waw4428 Год назад +1

    Hi, could you please make a video with tips on optimizing the sampling different types of points and surfaces, to avoid the resampling of surfaces and to avoid the sampling of unnecessary points. For example: the distance node goes crazy the moment you sample the distance of a large spline to the points in it, or even worse the entire landscape. Is there a way to improve it by limiting the sampling range from the spline. Thank :D

    • @adrien_logut
      @adrien_logut  Год назад +1

      You should intersect with some volumes if you want to constraint your generation. Taking the landscape as-is is often a bad idea.

    • @waw4428
      @waw4428 Год назад

      @@adrien_logut You mean intersecting the PCG volume and avoiding "unbound" sampling?

    • @adrien_logut
      @adrien_logut  Год назад +1

      Yes

    • @waw4428
      @waw4428 Год назад

      @@adrien_logut Will do my best then to avoid the temptation of "unbound" sampling :D

  • @GAMarine137
    @GAMarine137 Год назад

    Thanks for the update. So far, my biggest compliant about PCG is the performance hit. I have 4090 and it is still sluggish to use. Are there any magic settings to improve performance?

    • @adrien_logut
      @adrien_logut  Год назад

      PCG is not "heavy" on the GPU since it is CPU only. What you are spawing makes it sluggish. Or are you talking about the generation time? If so, make sure to avoid converting in points too quickly and work as much as possible on higher level Spatial Data. Also disable collisions on meshes if you don't need it, in the static mesh spawner settings.

    • @GAMarine137
      @GAMarine137 Год назад

      @@adrien_logut Thanks for the reply. I think it is the trees that keeps it busy. Thanks for the tip about collisions.

    • @chaosordeal294
      @chaosordeal294 5 месяцев назад

      @@GAMarine137 Instance trees that don't need collision (and honestly instance them all and do collisions with ghost imposters only on nearby/visible trees).

  • @DEVconstructionLTD
    @DEVconstructionLTD Год назад

    it is really great have someone directly who works on PCG... If you could create or someone what each node do OR quickly show example of usage it in real life on example scene... then it would be super valuable. At the momoent i know nodes only what others intoroduce us on youtube... And rest of nodes, I have no clue what they are doing... Also reason why I am here, is only if i can find an example "how to exlude spline area from already created SPLINE area" in PCG.. You see, it is difficult for me get a solution and I am searching internet and found you... Best regards and hope we will see more advanced short example videos regard PCG or blueprints...
    But be hones, epic should pay you or someone do these example videos for each node... Thanks
    (NOTE i think they should create example videos direstly in unreal where nodes are and put there "help play video example button" directly in ue in PCG editor...

    • @adrien_logut
      @adrien_logut  Год назад

      Unfortunately it's not a viable option right now because the plugin is still experimental and a lot is still changing, with nodes being renamed, change their behaviors etc... There will be documentation, it will arrive at some point.
      For your exclusion stuff, you already know with this video how to do a difference between a surface and a spline. That's pretty much the same with 2 splines! One should be your source and the other the difference!

  • @AleRender
    @AleRender Год назад

    Genius !

  • @weijunchen1290
    @weijunchen1290 Год назад

    Hi, how to use the color attributes to change the material color? or can I get all the attributes in material?

  • @WillemGrooters
    @WillemGrooters Год назад

    I cannot find UnrealSlackers server on Discord - could you give a link

    • @adrien_logut
      @adrien_logut  Год назад

      It's unreal source now! unrealsource.com/

  • @haneetkhanna1883
    @haneetkhanna1883 Год назад

    also meshtopoints is not visible in 5.2 version. maybe its namewas changed?
    can you help?

    • @adrien_logut
      @adrien_logut  Год назад

      Use MeshSampler with the PCG GeometryScript Interop plugin enabled

    • @haneetkhanna1883
      @haneetkhanna1883 Год назад

      @@adrien_logut thanks. figured that out in your other videos. i was using mesh to points wirkflow earlier so was comfortable using mesh to points. have you guys removed it?

    • @adrien_logut
      @adrien_logut  Год назад

      Deprecated it, it's the BP version. We did a native version and ask people to use this one now. It's faster and more complete.

  • @kuadiyuxianzhi
    @kuadiyuxianzhi Год назад

    What kind of animation can PCG of 5.2 do, especially spline walks....

    • @adrien_logut
      @adrien_logut  Год назад

      Not sure what you mean by Spline walks or animation with PCG.

    • @kuadiyuxianzhi
      @kuadiyuxianzhi Год назад

      @@adrien_logut Can PCG be used for level sequences for animation? Especially spline scattering.....

    • @adrien_logut
      @adrien_logut  Год назад

      PCG has hooks to generate on demand, so yeah if your sequencer can call BP functions, you'll be able to update your generation in your sequencer

  • @kyrinovation
    @kyrinovation 3 месяца назад

    Does anyone know how he created that reroute pin at 2:18 without opening the menu?

    • @adrien_logut
      @adrien_logut  3 месяца назад

      I didn't create it, it already existed :)

  • @makoado6010
    @makoado6010 Год назад

    UE5.5 u have a time machine??? bring me back to 1990's califonia!!!!