One thing you could do for the controller mishap is change the aiming method depending on the last control method
@Procedural_Minds2 сағат бұрын
Yup, just need to find where and how to do that and set it up. :)
@flarigrar7114Сағат бұрын
@@Procedural_Minds Another idea could be having the right stick control where the mouse is within a certain radius of the character
@DancingDonkey19 сағат бұрын
How do u do the Room Generation, i would like help on that topic for my own game
@Procedural_Minds8 сағат бұрын
I'm using a plugin called Dungeon Architect.
@p1xelshooter28722 сағат бұрын
does this work for 5.4?? my stuff just shows the white lines still
@Procedural_Minds22 сағат бұрын
I have a new series started last week for 5.4, significantly better. I would use that. The new 5.4 features greatly improve PCG.
@p1xelshooter28722 сағат бұрын
@@Procedural_Minds omg thanks man I had no clue pulled this video from an older playlist I have with helpful videos I appreciate u updating for 5.4🙏🏼
@p1xelshooter28719 сағат бұрын
@@Procedural_Minds for some reason my buildings crosses into itself, there some way for me to send a screenshot to see if you can help?
@Procedural_Minds18 сағат бұрын
@@p1xelshooter287 If you need to share screenshots you can join the discord and post them there. :)
@p1xelshooter28718 сағат бұрын
@@Procedural_Minds awesome. Will do
@calebfrazier1227Күн бұрын
Awesome. New to channel love to see where this goes!
@Procedural_MindsКүн бұрын
Thank you! Hope you enjoy your stay. :)
@RockshurtКүн бұрын
The Doorway Opener only seems to work on the inner walls for me. But I can't find the error.
@Procedural_MindsКүн бұрын
Make sure you also have the difference node set up for the exterior walls. You won't get an error if you miss this, it'll just not cut them out.
@TheWok6402 күн бұрын
This game is 100% going to do very well!!
@Procedural_Minds2 күн бұрын
If it does even decently I'll be satisfied. :)
@Destroyer221282 күн бұрын
Amazing😮😮
@Procedural_Minds2 күн бұрын
Thank you! ♥
@jaewoowestside28292 күн бұрын
looks incredible, keep on the good work 👍
@Procedural_Minds2 күн бұрын
Thank you very much! ♥
@StMrAuditor2 күн бұрын
Hmm, weird thing about PCG Walls subgraph - have 40(thickness)x400x400 mesh - and i ended up with completely different result - everything in places just fine, except before final transform where everything goes wrong. I looked up everything twice, but not sure what did i do wrong (or right?). I mean - is fine, i just removed this transformation, but i dont even know what went wrong. Also big thx on stopping and looking at how things looks in editor with debug - it helps alot of synchronizing progress
@Procedural_Minds2 күн бұрын
The walls I used are around 300-ish, so make sure your values are adjusted accordingly. What specifically goes wrong on the final transform as you say?
@kryogenicgames3 күн бұрын
master is back :D, thanks
@Procedural_Minds3 күн бұрын
Hahaha. You're very welcome! :)
@MiaoZ993 күн бұрын
Brilliant!Thanks for your amazing work.Look forward to the P2~
@Procedural_Minds3 күн бұрын
Thank you! Part 2 will be coming next week. Hopefully with the ability to modularly swap the models and have it auto detect size. So look forward to that. :)
@MiaoZ993 күн бұрын
Excellent tutorial!Thanks for your work.十分感谢!
@Procedural_Minds3 күн бұрын
Thank you very much, glad you liked it! :)
@fahimjaowad87174 күн бұрын
Thanks so much, you work soo hard for the videos. Much love <3
@Procedural_Minds4 күн бұрын
Thank you very much, I'm glad you liked it! :)
@tempest24906 күн бұрын
I am right now at 4:20 and i think i have done everything fine for now, but as soon as i insert the floor and switch to my level, the whole floor is glichting. How can i fix that?
@Procedural_Minds6 күн бұрын
By glitching what do you mean specifically? Is it overlapping each other? If that's the case you'd need to adjust the scale or spacing to accommodate your meshes.
@tempest24906 күн бұрын
@@Procedural_Minds yeah it looks like its overlaping themself. I will try to adjust the scale of spacing, thank you! :)
@GentlemanJay1116 күн бұрын
For some reason I can't seem to get my floors to line up with my walls. They're still offset way to the side and jutting out of the building and I can't figure out why
@GentlemanJay1116 күн бұрын
Oh wait, I got it to work using the roof kit from megascans, but using just the basic floor mesh from starter content wasn't working. weird.
@Procedural_Minds6 күн бұрын
Depending on the pivots of the meshes you're using, you might need to change offsets.
@mebessusn7 күн бұрын
Amazing video. Been wanting to get into PCG so I can use all of my modular kits to create some interesting buildings and this is a great start.
@Procedural_Minds7 күн бұрын
Thank you very much, I'm glad you liked it. :)
@GentlemanJay1118 күн бұрын
Not sure what I'm doing wrong but it seems like no matter what it just doesn't work for me. I'm in 5.4, not sure if that should make such a difference, but I can't get the meshes to actually populate consistently
@Procedural_Minds8 күн бұрын
If you're in 5.4, check out the video that came out yesterday. I've started a new 5.4 version of this series that is significantly improved and hopefully will explain some things I missed in this one.
@GentlemanJay1118 күн бұрын
@@Procedural_Minds lol I actually just switched over to this one and it's really good and much easier to follow. Thanks!
@kokki45198 күн бұрын
Hi, you have really cool videos on PSG, and I have this question, can I make it so that every time I launch a new level, I generate a new seed value? That is, I want to have a new value every time I launch the game, which means a new location of objects in the location Thanks in advance for your answer
@Procedural_Minds8 күн бұрын
Sure, in your BP you can drag out from the PCG node and set a random seed. Then generate the PCG graph at runtime.
@kokki45198 күн бұрын
@@Procedural_Minds Yes, thank you very much, I was able to do it using one of your videos. Only now I encountered the problem of making a landscape, I tried to do it through the landmass plugin, but I don't know how to change the seed values in real time
@Procedural_Minds8 күн бұрын
@@kokki4519 Here's a video of mine on how to use PCG in real time applications. I believe I randomize the seed in it: kzfaq.info/get/bejne/qq93lMKW09GreX0.html
@kokki45197 күн бұрын
@@Procedural_Minds Of course I saw this video from you, it's very cool and it helped me a lot with the development. However, now I'm stuck at the point where I need to make a landscape according to approximately the same scheme, I just don't know how to do it better, with the help of PСG or Landmass
@Procedural_Minds7 күн бұрын
@@kokki4519 I'm not knowledgeable on Landmass so I can't help you make the choice unfortunately.
@haithammahmoud68258 күн бұрын
thanks i can't wait for the part 2
@Procedural_Minds8 күн бұрын
Thank you, glad you liked it. :)
@user-gb3dp8ue5j8 күн бұрын
Your tutorials are awesome! Please make a tutorial for version 5.4, there are some differences between the versions…😭 Blueprint are not the same, it's a bit difficult for beginners to follow, but I would love to figure it out. Thanks again for the tutorials! (Sorry if I made any mistakes in my english)
@Procedural_Minds8 күн бұрын
I'll look into updating this for 5.4 in the future. :)
@Test-xt3ys9 күн бұрын
HE'S BACK YEAAAH
@Procedural_Minds8 күн бұрын
Yay I'm back! LMAO
@metinbatuhanozucan53589 күн бұрын
Let me add this video to my watch later playlist. This is such a fresh start for buildings
@Procedural_Minds9 күн бұрын
Thank you, hope you enjoy! :)
@TheWok6409 күн бұрын
Another Amazing Video by the man Himself! Cant wait to see this channel continue to grow!!! keep up the great work :)
@Procedural_Minds9 күн бұрын
Thank you very for the continued support, you're awesome! ♥
@TheWok6408 күн бұрын
woah also just realized unreal engine uploaded the same time you did, haha spooky
@zain98429 күн бұрын
It has been a while since I worked with PCG, that's a nice refresher for me, thanks. I just want to bring to your attention the video of Thelavalamp he also made a PCG building tutorial series, the third episode he made a PCG element graph thing that is very useful i used it over all my PCG graphs, it's worth taking a look at it, the video is 11 months old but can confirm still workes with 5.4
@Procedural_Minds9 күн бұрын
There are many ways to tackle things in PCG. I'll be doing my own method as there's no reason to copy anyone else's specifically. Since as a viewer you'd get nothing from two identical methods. :)
@zain98429 күн бұрын
@@Procedural_Minds I absolutely agree, I wouldn't have known about the PCG subgraph loop functionality otherwise, just remembered this guy's video and thought it may give you some ideas going forward with your series, again thanks for your videos.
@gaguto9 күн бұрын
LETS GOOOO, WE ARE SOOO BACK!!
@Procedural_Minds9 күн бұрын
Yay for being back! :D
@Cloroqx9 күн бұрын
The PCG devs have mentioned Grammar is coming (inspired by Houdini), per point overrides and other nifty features that should allow for better/easier made building generators.
@Procedural_Minds9 күн бұрын
That would be awesome. The main thing that would take this to the next level is being able to understand what is around each point.
@Cloroqx9 күн бұрын
@@Procedural_Minds Yeah, something like Niagara's 2D grid neighbors
@GrumpyGamer1110 күн бұрын
Hey, this seems really cool. Are we able to use any mesh we want for the walls and such? Or just specific megascans assets?
@Procedural_Minds9 күн бұрын
You can absolutely use whatever mesh you want, it'll just need to accommodate it in the graph. As long as your meshes are consistent in size, pivot, etc, it should be very simple swaps.
@thomas-ly1zt10 күн бұрын
Awesome vid ty Sir! I'm using now the Biome Template and have everything set up nice! For the Grass and small Plants i'm using the Grass Tool because its very performance optimized. The Landscape Layers are plugged into an RVT Texture. Now I'm looking to make Roads and Paths. The Spline Curve in the Template is one Solution to exclude PCG from Spawning Assets there. A Better way would be to use a Landscape Layer but i'm struggling how to modify the PCG Setup. Do you have any Idea? Ty!
@thomas-ly1zt10 күн бұрын
The Spline Path works just with the right Tag "PCG_BiomeExclusion". I sadly didnt find a way to tag a Landscape Layer the same way.
@Procedural_Minds9 күн бұрын
I'm not sure if there's any way to use the old Grass Node together with PCG. I believe those are two separate systems. If there's a way, it's not something I have looked into as of yet.
@wowersdh111 күн бұрын
Is there a way I can get help from google meeting or something?(I can pay you for it tho) 1:43 No matter how big I make the box spline at the beginning and(closed, make linear of course) even I made 50,000x50,000 error says "One or more rows of the spline interior failed to sample (intersection test failed). Ensure the spline points are not overlapping." at 2:31
@Procedural_Minds11 күн бұрын
That means there are points that are overlapping. Select the spline points and move them around to make sure there's no points that are right on top of each other. Typically the first point is the one overlapping.
@wowersdh110 күн бұрын
@@Procedural_Minds I did but still doesn't work
@wowersdh18 күн бұрын
Solved! all I have to do is press D
@wowersdh111 күн бұрын
2:21 when I changed to interior, box is not showing up... I can't follow tutorial :(
@Procedural_Minds11 күн бұрын
I'm debugging the PCG graph, the hotkey is "D" to debug the node.
@ecal20211 күн бұрын
I really appreciate your PCG content. It's the best out there. Is it possible to update the BP at runtime so it is randomized each time the level is launched?
@Procedural_Minds11 күн бұрын
Sure, as long as you're running 5.4 you can randomize the seed and rebuild it when it loads.
@D3ltaLabs12 күн бұрын
Thanks for the video, I have to say I love your mic.
@Procedural_Minds12 күн бұрын
Thank you very much! And you're welcome. :)
@erichance822213 күн бұрын
Great stuff as always!
@Procedural_Minds13 күн бұрын
Thank you very much! :)
@eyechedelia14 күн бұрын
This tutorial has been very helpful, but I am having an issue where the debug meshes aren't appearing along the spline, causing a weird gap between the blueprint's origin and where the model starts generating (e.g. at 2:45 i only get that second row of 4 rather than that front row of 8+ when dragging a single node on the spline); I'm using the most current UE 5.4 rather than 5.3, so I do not know if that is what is effecting it or if there is some setting that I happen to have forgotten or am missing
@Procedural_Minds13 күн бұрын
There's some bugs with spline interior sampling. Sometimes you have to make the spline a bit wider than you'd think to see the points. Even if your line is perfectly straight. It's just a tad fiddly.
@zain984214 күн бұрын
I always wanted to dive into the editor utility widgets but was kind of scared, now you i'm super excited to try it out. Thanks for the video i really appreciate it.
@Procedural_Minds14 күн бұрын
You're very welcome! :)
@chromatic200614 күн бұрын
How did you get rid of the error at 12:37 ? I am unable to get rid of it and the video skips past it.
@Procedural_Minds14 күн бұрын
That error was just that there are overlapping points. So I had a point on top of another. I just selected the points till I found the overlapping one and deleted the extra.
@chromatic200612 күн бұрын
@@Procedural_Minds Interesting. I tried that, didn't find any overlapping. I will have to check again in greater detail.
@KrazyRazy14 күн бұрын
Would something like this be possible for making flat interior landscapes (like procedurally generated buildings/hallways/whatever)? and how beginner friendly is making these things?
@Procedural_Minds14 күн бұрын
PCG in general, sure. But PCG Biomes specifically is very much overkill for it. PCG itself can be very simple, or very complex. All depends on what you need and how much control you want.
@KrazyRazy14 күн бұрын
@@Procedural_Minds got it, so in this context, the example building here is just a bunch randomly generated rooms, the "biomes" would be the style of rooms generated. would that be something done WITH the biomes plugin or am I just being unnecessary
@Procedural_Minds14 күн бұрын
@@KrazyRazy For what you're looking for I would make a custom PCG setup. PCG Biomes probably will give you more headaches trying to integrate.
@KrazyRazy14 күн бұрын
@@Procedural_Minds ah, you got any video tutorials you would recommend?
@Procedural_Minds14 күн бұрын
@@KrazyRazy I would just start to learn PCG in general. Take bit and pieces from different tutorials to form specifically what you want to accomplish. There probably isn't a single video that will be for your specific use case, but the methods can still be gotten from all of them bit by bit.
@BooneyTune15 күн бұрын
I like it. You always come out with the coolest tutorials
@Procedural_Minds15 күн бұрын
Than you, I'm glad you enjoyed it. :)
@StereolabsJC15 күн бұрын
I'm the one who pestered you on discord to get this video, thanks again, I'll be able to integrate it into my project and see the workflow it will give! 😊
@Procedural_Minds15 күн бұрын
You're welcome!
@cezarystaszek537715 күн бұрын
Great video! Is there any reason why PCG not working on all my maps? I used it on 2, test map where i worked for some time but now actors are not spawning at all, and another map - game map, where everything works fine.
@Procedural_Minds15 күн бұрын
It's hard to say. Debug the PCG graph, see if it's generating the points and go from there. There could be a multitude of reasons nothing spawns.
@cezarystaszek537714 күн бұрын
@@Procedural_Minds actually debug never generated any points for me. But when i created new map from tests it works (so now :D)
@datsmabowl16 күн бұрын
Great stuff. D you think it would be possible to create these rgb maps with noise so that we can easily randomise them?
@Procedural_Minds16 күн бұрын
Absolutely, you can setup some random noise parameters and then bake it down to a texture.
@datsmabowl16 күн бұрын
Heya! Are these levels procedurally generated? Great work.
@Procedural_Minds16 күн бұрын
The rooms are pre-made but are assembled procedurally using Dungeon Architect.
@ecal20218 күн бұрын
Think it would it be possible to make an endless runner with PCG spawning a randomized environment?
@Procedural_Minds18 күн бұрын
Yeah should be very possible. :)
@hasanshafy_18 күн бұрын
Will this work with Unreal Engine PaperZD sprites?
@Procedural_Minds18 күн бұрын
I'm not sure. It requires normals, but worth trying.
@hasanshafy_18 күн бұрын
@@Procedural_Minds using normal maps. I'm trying to see whether if I can achieve fake lighting with sprites.
@llargemann19 күн бұрын
Why create the parameters on the BP and not directly on the PCG and modify them on the PCG component attached to the BP? so you don't have to be worried about missplelling and you can substite a lot of anonimous getActorProperty() on the graph with spefic getParameter() that show the name of the parameter, so a large graph like this become more readable.
@llargemann19 күн бұрын
Another question... which is the difference between using a custom seed and the seed already present on the PCG component?
@Procedural_Minds18 күн бұрын
It's just a matter of preference. It's much easier to just click on the BP and just edit the variables without needing to also scroll through the component and select the PCG one. As for the seed, from my understanding there's the global seed for the graph, and the seed per node.
@llargemann18 күн бұрын
@@Procedural_Mindsthanks for the reply! I m a little fussy 😅😅
@RoeJogan21 күн бұрын
Going through all the videos... and here we go.. the first one
@Procedural_Minds21 күн бұрын
Yup, where it all began! :D
@RiverFox_YT22 күн бұрын
4:42 you didnt say what node you added in???
@Procedural_Minds21 күн бұрын
That is just a constant 3 node, like you would use for colors. You can get it by holding down 3 and clicking as a hotkey.
@hoare4822 күн бұрын
Hey! Amazing video. So great to see an insight into how games are built. Glad to see youtube algorithm is actually taking me to interesting videos...
@Procedural_Minds21 күн бұрын
I appreciate it. I'm surprised it's pushing my dev log streams to be honest. 😅