Unreal Engine 5 PCG Landscape and Spline Tutorial

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This beginner tutorial video teaches you how to use the procedural content generation - PCG framework in Unreal Engine 5 to model landscapes using closed splines and open spline paths that generate landscape assets inside or on the splines or use the splines ot subtract from other splines or pcg volumes
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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.

NoQueso_
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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

Boschie
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Thanks, this was immensely helpful. I feel I got a bit of a handle on how the system works now

michaelbrandse
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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.

peterallely
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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

RictorScale
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As a stoner, I appreciate your love of cones xD

claptaincooked
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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?

someguy
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For some reason when I create my PCG Volume Cube and I click on Generate nothing happens

os_nation
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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.

xboxman
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Hi, the input node doesn't have any of the options anymore. Have they updated it or am I doing something wrong?

seanmccabe
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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

athrus
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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.

cakestv_
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I have the problem that my PCG content generates everywhere, also outside the bounding box. Even though "unbounded" is unchecked in the PCG graph.

mattbeets
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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

uka
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Is there a way to change the style of the trees or are they locked into that graphic style?

TheLoneLlama
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out of date the PCG graph node is now different

axisstargazer
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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

gmalexander