Procedural Building Using PCG and New 5.3 Blueprint Nodes - Part 1 | Unreal Engine 5.3

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This is a UE5 tutorial showing how to start creating your modular building using PCG and blueprints.

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Very excited about this tutorial series, thanks for giving back to the community!

xJarry
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This series is exactly what I have been needing! Thanks!

danjmaurer
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love this!! looking forward to see the whole serie!

Test-xtys
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I'm blown away by this. Thanks for this video series. I'm pretty new to all this but seems like you can easily build heaps of unique looking buildings quite easily by just producing a bunch of wall assets and generating them in. Super interesting.

TheMetaEducator
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this tutorial is awesome. Keep up the good work and keep making videos like this. very thank you. it is really helpful

dkim
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Awesome start :) I'm very excited for the rest of the series!
I like to see two things:
1. Parameters for the Static Mehses -> So they are swappable in the child Blueprint/PCG later.
2. Reading the Parameters for Wall Thickness, Height etc from the SM-bounds. So these automatically snap to the meshes dimensions. No need to "hardcode" them.

vanvelt
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Hi, been waiting for a good series for this subject, thank you
Hope it will be able to vertex paint. With some good texturing its a live painting with buildings.
And maybe to be able to control areas that will swap meshes with damaged ones.
I love your video series so far, excited about this new one too, good luck!

Wecly
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Thank you very much! This is a great tutorial! Learned a lot of knowledge!

By the way, I found the cause of the wall rotation and displacement problem at 19:00. The Copy Points node takes into account factors such as scaling and rotation of Source Points and Target Points. So we need to do the following two things:
1. For Source Point, we only want a sampling point that starts from the first floor and goes up floor by floor. The key point is z coordinate, while x and y coordinate are irrelevant. So instead of using Actor(self) as the starting point of the spline, we start from the map origin, i.e. (0, 0, 0). When this is done, there will be no strange displacement of the wall. On the other hand, since the floor is scaled, the z-coordinate of the floor will be incorrectly scaled if we only do this as above, so we need to scale it after copy is completed.
2. Copy Points can be set to the rotation setting of Source or Target (or relative, which is the default). In this example, we use the rotation setting of Target, so that each floor is consistent with the first floor.

mjmtnwz
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Great tutorial! Thank you so much!! 🙏🙏🙏 Helped a lot!!

rutkisXd
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this is a glorious video! thanks for tutorial is very useful to see the power of PCG but for buildings? ! ! ! Twice as better !

xjuliussx
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@MichaelRoyalty sent me your way. Thanks for the awesome walkthrough. Between the two of you I have a much better grasp on PCG and achieving custom solutions for my project. Look forward to your future PCG videos.
Since you asked, determining how to spawn stairs or elevators and adjusting the floor as needed would be pretty neat!

DiddlingDwarf
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Hi, I was having some issues later on as the pivot points of the assets I'm using are much different as these ones. At 12:55 created issues for me in part 2. My solution instead of offsetting the pivot point was to duplicate my asset, change the pivot point by using the "Modeling Mode" (top left where we see selection mode, go into "XForm" and then use "Edit Pivot" I used the pivot point "Bottom" as it centers the pivot point to the bottom center of the asset so I don't need to transform my points with any pivot offset! You might want to pin a comment in part 2 about this also if someone missed this during part 1 and created their own offset which I did. Great introduction into PCG so far! Keep up the good work!

Nizhon
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I found this through a Reddit post on the Unreal channel, and am very lucky I did! My floor has a center pivot (4X4 size), and I can't seem to get it correctly centered in the shape. If I increase the divide number by a lot, instead of 2 put 200, it gets really close, but that doesn't seem like the right thing to do. Great tutorial though, looking forward to roofs and maybe randomizing windows meshes and first floor only meshes like doors and stores. Can't wait for the next one!

tchiocchio
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My first step, was to fix Static meshes' origin to be at the bottom center. That way I could avoid lots of offsetting. Simple to do with build in UE modeling tool.

kamilorowski
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Hey great video looking forward to more PCG content, did you ever figure out a solution to the offsetting happening on the copy points node. I have the same issue and really want to figure it out.

CobaltArtist
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Good Tutorial Very Very Very Very Very Thankyou so much

tixnoqk
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Hi, Please can we have a video on adding interiors. Walls, rooms furniture etc. Not much of this available on Youtube.

exstudent
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how do I make the static mesh spawners randomly choose from an array?what node do I use, so it will randomly choose between different meshes at runtime?

MrPangahas
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Lets say i have two of these bp room actors in a level, each set up to have their own PCG component (using the same graph) on them - how would I make it so the floor points of actor A are aware of the other floor points of actor B? specifically that it doesn't cull both points, but selects one of the points to spawn - essentially i'm trying to merge rooms together without duplicate points (and overlapping floor meshes) if two room actors intersect?

Thank you for any help and great videos btw!

Zebra
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A quick question, because if the spline is perfectly square in a loop, sometimes a point is generated on the spline. I move the spline to make it bigger or smaller and sometimes it happens that that extra tile appears to deform the perfect square. Like in 2:50 you have a rectangle but a point is missing and you had to move the corner out.

manueljimenez