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@Sky-hl8iw10 күн бұрын
can we hit playMode & using the camRigRail view?
@Sky-hl8iw10 күн бұрын
so u can see the camera's view in the CamRigRail without opening Level sequemcer?
@stoneface548Ай бұрын
Fantastic tutorial, easy and very well explained. Keep up the good work :)
@JoshLennenАй бұрын
18:57 not sure what changed between 5.2 to 5.3 & 5.4, but using static mesh actors for difference nodes doesn’t work properly (tested in 5.3 & 5.4) This is evident if placing a translucent material on the exclusion mesh and debugging the points themselves. It only removes points based on the bounds of the mesh, not the interior. Current work around I’ve been using is Blocking Volumes instead with the same Tag method mentioned here. Maybe I’m still doing something wrong? Incredible video you put together! Very informative and helpful for those entering into PCG.
@donnieanderson6614Ай бұрын
Love these videos my man. Really helped a lot more than other tutorials to understand the fundamentals of it. I hope you keep creating. I've seen that the content has slowed down but I subscribed!
@EthanCasnerАй бұрын
Third video ive wasted my time watching that claims to show how to use the rig rail and yet all these of these people never once actually explain how to rig it to the level sequencer. Can someone who actually makes a living using these tools actually make a video and not just hobbyists please?
@exit-simulationАй бұрын
Using the sequencer was not the focus of this video. In fact, it's very straightforward to use cine camera rig rail in a sequencer and the process should be pretty self-explanatory after watching any level sequencer tutorial. You just drag it in and add the "position on rail parameter" to your timeline as an animated property (with the plus Icon), then set key frames on it.
@sleepyjoe5380Ай бұрын
This is brilliant and worth the watch
@kleestrat12372 ай бұрын
Hi! Great tutorial, thank you. How many FPS do you receive in the end? I'm trying to create a similar environment but am always stuck with around 25 fps while running the project on a 4070ti. Do you think that further optimization could fix this or is it simply unrealistic to gain around 60 FPS in a procedurally generated environment with lots of assets, no matter what Nanite and turning off wind animations do for the performance?
@CrypticNord2 ай бұрын
I am so sick and tired of watching youtubers wasting my time.....
@SebastianStreit2 ай бұрын
Great tutorial. For Unreal 5.4, the "Input Node Settings" are marked as deprecated. I had to use a "Get Landscape Data" node as additional input to the Surface Sampler node to see anything - as I am beginner in PCG, there might be a better way!?
@xionxf13042 ай бұрын
SplineSampler how to project to static mesh
@roshanthapa12972 ай бұрын
Your Video was really helpful for understanding PCG. Regarding the (6: 30) mesh entries ease,, it might be helpful, I normally first add the required entries like 10 or 20 then, shift click on the mesh entries arrow, that will expand all the slot at once (also works for collapse), then assign the static mesh by scrolling.
@therandomhero762 ай бұрын
I love this tutorial, but it seems in v5.4, copy points isn't working at all and I can't seem to find a solution to fix it.
@exit-simulation2 ай бұрын
Thanks for pointing this out. I will soon have some time to release an update explaining differences between 5.2 and 5.4
@therandomhero762 ай бұрын
@@exit-simulation I figured it out, a lot of stuff is different in this version, but I got it figured out. Also, now you have to enable other PCG plugins to get stuff like the mesh sampler to show up.
@g-wiz82743 ай бұрын
How is your frame rate not dropping especially with all the trees?
@exit-simulation3 ай бұрын
I got a pretty beefy machine hahah, RTX3090 and AMD Threadripper
@FraztheWizard3 ай бұрын
Amazing Tutorial series, thankyou
@grizzlyspank51503 ай бұрын
I may have missed something but at 7:45 when i add the subgraph_sampler node in 5.3.2 i also had to add a surface sampler node with bouding shape connected to the transform points above, then a transform points before the subgraph sampler
@exit-simulation3 ай бұрын
Thanks, certain techniques might change from one version to another as the framework is still pre-release
@vyzius15393 ай бұрын
Hello !! your vidéo is amazing, follow + liked !! could you please upload somewhere the entire project pls pls pls ? it'll be so helpfull to follow the tutorial along. if the project is too large to upload, just replace the meshes by some low poly model :)). thanks so much if you do it !!
@MrLeon03 ай бұрын
is there any way to make it so that the point grid stick to the landscape ?
@exit-simulation3 ай бұрын
Can you explain what you mean by that?
@KrolPower3 ай бұрын
For anyone following this in 5.3, the "Attribute Operation" node is now "Copy Attribute".
@Mason-be2wu4 ай бұрын
Thank you for sharing very wonderful knowledge, I have a question about the spline sampling area part: can the sampling data be used to drive the scaling, movement and rotation of a static mesh?
@robertsiegl81644 ай бұрын
Really great tutorial, thanks a lot!
@pixelninja6664 ай бұрын
thanks for this nice video. I would like to add the camera rig to a level sequencer and have the drive mode as duration (rather than key framing) do you know how to address this ?
@AlexUE54 ай бұрын
Hi. Awesome series of tutorials. You can make a tutorial on how you made the landscape in Houdini, I'm interested in how you made the masks for export to the engine. Thank you in advance!
@exit-simulation4 ай бұрын
Hey thanks! Yes I am considering also releasing Houdini tuts on this channel
@gillgonzalez84795 ай бұрын
I finally figured out how to exclude the water body custom thanks to you my dude. it took me ages because i got so frustrated. to all lout there trying to exclude the water body from the PCG in cases where you have the entire map as a PCG and you introduce the UE water body. All you need to do is use Get All Actors node-->Set Actors to All World Actors-->Actor Selection will be By Class instead of all world actors. Then plug that into your Difference node!
@PCvsPC5 ай бұрын
to jest troche toporny system . do prostych ujec lepiej zastosowac samą kamere niz jakies dodatkowe elementy. widze wiecej pierdzielenia niz ustawiania kamery
@k3lk0m5 ай бұрын
hi! great videos! it is so nice to have it all condensed like that :) quick question: how do you fix the issue at 18:30 with one of the assets being bigger than the rest? did you just got rid of it or is there a way to reduce/increase the size of just one of the assets in the array? thanks!
@exit-simulation5 ай бұрын
Haven't found a solution for this yet but I am looking into it. At the moment I am trying to adjust all assets of one category roughly having the same import scale but it's far from optimal
@k3lk0m5 ай бұрын
@@exit-simulation cool! thanks! yeah doing the same thing here. just grouping similar scales in the same mesh spawner and unifiying tranform and such with custom attributes... at least this way I can control them all transform and rotation wise but keeping scale control separately. awesome video btw, going back to it a lot!
@lucki19865 ай бұрын
got problem in 46:12. When set floats etc in graph setting, and after connecting nodes just like in tutorial when changing Slope upper/lower bound in PCGVolume nothing changes....someone can help ?
@tomerhertz85025 ай бұрын
Absolutely great tutorial !!!...any idea what the Attribute Operation is called in UE 5.3, the most similar is Attribute Noise, but it doesn't have the same effect
@Manu-rd7df5 ай бұрын
The equivalent Node is "Copy Attribute". Found the same question in another comment
@vinichyy6 ай бұрын
Hello, in version 5.3.2, the nodes do not work as in 5.2, I cannot connect MeshSampling to Subgraph, since I have landscape input, it works, but landscape does not connect to Output, do you know how to solve this problem?
@astralstormgamestudios12597 ай бұрын
No it strecches
@FischersFritze127 ай бұрын
Now, one more Question. Can i take any other Landscape Material that i have ?
@exit-simulation7 ай бұрын
Yes but you need to make sure that you are outputting the layers as shown here, so probably need to adjust it slightly
@FischersFritze127 ай бұрын
Mega tutorial and the best about PCG on the whole net. In 3.5 there is no more Density Noise, what is the node called now? Does anyone know?
@FischersFritze127 ай бұрын
Ok i found it, now its the Attribute Noise
@exit-simulation7 ай бұрын
Cool, glad you found it!
@decorix7 ай бұрын
Thanks so much for this great info. Can you perhaps do another RigRail tut project. I'm struggling that I have selected SplinePointData Point 10-13 and changed the Focal length, but it's not doing anything. What could this be? I just want to zoom out a bit ;-) Can you also keyframe the LookAt Acor... What would you use this for? Like the position movements? As the Cam is always look at (LookAt) actor? perhaps some examples would be nice. Cheers
@astralstormgamestudios12597 ай бұрын
Hello! nice tutorial. You dont need the projection node if you set spline sampler on interior =)
@funnyfox077 ай бұрын
Thank you for your work!
@Kinos1417 ай бұрын
PCG is super powerful!! Love it.
@astralstormgamestudios12597 ай бұрын
How to sample auto material without physical material?
@jiwonjung62548 ай бұрын
Thank you for your kind lecture. It helped me a lot to understand pcg.
@sefragstian61638 ай бұрын
when i join the camera to the rig it changes my focal length to 35, whys that happening?
@brockdish8 ай бұрын
btw you have to enable "PCG geometry script interop plugin" to be able to use the "Mesh Sampler" node
@ToysRUsKid_Critter8 ай бұрын
What an incredibly well done concise video. A huge help. Grateful to you for making this
@toxicityspb268 ай бұрын
Super useful and very well structured video! Thanks a lot!
@Rafa_Almeida8 ай бұрын
you are the best! thanks for this! Me ajudou pra caramba!
@MrMcnamex8 ай бұрын
how bout importing spline from other packages...?
@exit-simulation8 ай бұрын
That's no issue, granted they use UE splines under the hook
@gufranyesilyurt9 ай бұрын
Awesome tutorial. Do you also know how to use lightweight instances instead of spawning static meshes? It would be very helpful to make trees and rocks interactable. Or do you know any other methods to implement this without losing performance?
@V4LKoholic6 ай бұрын
Hey, I have implemented this system in my game (with some adjustments) which pretty much doesnt Impact performance at all, and allows you to to virtually everything with your Foliage: kzfaq.info/get/bejne/jrN7ebery7bViKc.htmlsi=21d-uYpfd9CoMKX2
@user-sj2dq1ee2q9 ай бұрын
Hi @ExitSimulation! Excelent tutorial, PCG îs next level. I'm working now on getting a mask effect like in Diablo 4, the moment when you get close to certain object that will get in the players view and you mask it. I can't make it to work... any ideas?
@exit-simulation9 ай бұрын
Hey! You mean fading out objects that are close to the camera plane? There's a bunch of tutorials for this on KZfaq. You need a custom shader for this but it's not particularly hard
@yudnai55779 ай бұрын
there is an issue I find in many UE5 tutorials the text resolution is very small makes it hard to read and follow. Is there an option to increase the area the mouse is on ? I know there is an option for increasing text size in UE5 -> ctrl+shit + W -> application scale.
@exit-simulation9 ай бұрын
Thanks I will keep this in mind for future tutorials!
@MaysonCrowe9 ай бұрын
I can't seem to get Base to show as 0 and GrassLand to 1. I've redone the first 12 minutes a couple times but they keep coming out as .498 for Base and Grasslands and Cliffs as 0. Any ideas on what could be causing this?
@exit-simulation9 ай бұрын
Which UE version are you using? Also if it comes out as .498 you should still be able to follow along right? Just need to adjust the filter accordingly
@WhiteNoiseTeam3 ай бұрын
@@exit-simulation Stuck on same problem all my layers have 0. And filter logic not working. How did you do 1 to GrassLand?
@stevietee38789 ай бұрын
An excellent tutorial series! Following your videos has enabled me to create my own PCG forest, and more importantly, understand how it was created. I still obviously have much more to learn in this exciting area. Please continue to upload more tutorials of this great quality.
@exit-simulation9 ай бұрын
Thanks for the feedback! And yes there will be more :)