Unreal Engine 5.2 PCG Tutorial - Electric Dreams Demo
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- Опубліковано 28 тра 2024
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Hello guys welcome back to another video. In this tutorial, I will be showing you how to use the PCG tools from the Electric Dreams Demo, inside of Unreal Engine 5.2
We will be creating a complete open world map using the PCG tools, and I will show you how quickly we can create an environment using these tools. PCG is Unreal Engine 5's new procedural content generation system, that allows for entire environments to be procedural generated at runtime and can empower anyone to create a stunning realistic environment within minutes.
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Check out my Multiplayer Survival Game Course:
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Do you reply on email? I emailed about the course but did not receive any replies. Does the course automatically unlocks after purchase?
@@lizzymasters7469 me too without answer yet, im very interested
@@v1duk4 i never did purchase since i never got any replies.
be interesting to see what PCG can do with Buildings
Very helpful as a new Unreal user. I wish there were some more tutorials about how to build assemblies from scratch so we could learn how to efficiently build our own pieces to add to the generation, that or edit the ones already built into the demo graph (like converting the large assembly from a rock tower to a cliff edge for canyons, etc)
To add to this, what I mean is for things like where you added the embankment area in that cleared out patch in the example @ 12:30. Instead of wet and rocky embankment, what if we wanted to use a flower patch (example of a custom assembly to add to that closed loop spline) or even another copy of the forest PCG, but with only forest floor grass and brush.
There seems to be lots of tutorials about using the PCG to populate landscape, but there is more or less 0 tutorials about building and using assemblies in PCG. It's quite annoying.
Nice timing - i hope it brings more ppl into your amazing survival course
Hey, this was great. This is one of the few videos that i watched with PCG that actually summarises the Electric Dreams Demo briefly and with sense. So thanks!
Amazing video once again friend! Insane :) . Looking forward to seeing your PCG tutorial!
awesome and easy to understand breakdown 🍻thanks!
Thank you for your hard work, i've been trying to get into games and modding and there is very limited tutorial. Learning your course is also helping me play around with modding in the ark devkit even tho it's stil in UE4. I'm really busy andi got at my own pace but my % in the course went from 20% to 6%. I'm amazed by the amount of content you bring and i'm glad that i paid for it. Just the section about the new PGC is over 4 hours, keep it up ! For the same content i'd have to pay over 100USD if not more
Waiting for that Advanced Blueprint video. Thanks for the content 👍
Really helpfull, thank you so much i felt a bit confused after opened this project (elecric dreams)... Now i see the infinite potential of procedural generation... ;-)
LOVE THE CONTENT!! just cyrious, Can you show how to make a PCG for EVERY new game ??????
Really mind blowing.
Can't wait to see this on your tutorial, also do 5.2 don't let you make multiple "Event Begin play" nodes?
correct me if im wrong but making multiple start nodes in the same script is usually impossible in programming and I belive that that isn't possible in 5.1 or 5.0 either?
what you use insted of multiple event begin play. you do a sequence after the event begin play which lets you add more execution pins to the same event begin play
@@poken9293 Yes but to test something would be ok before change the whole script
Fantastic thank you!!!
Great PCG tutorial!!! I have a question...I am trying to run through the environment wit the TPC character but seems something to do with the BP forest volume that is blocking the character from running into the environment ... any idea on how to disable this?
Your videos are always so good. Could you make a video on how to export this and import it into another project?
Open both levels, merge the content from the old project to the content folder of the new project then select all your assets in the old project, copy then paste them in the new project. Main take away is; you must have the content of the old project in the content folder of the new project to copy and paste to the new project.
Awesome tutorial man! Thanks for this! You inspired us. One question, the PCG Forest BP has no collision. The BP_Third person character just passing through the cliffs, stones and trees. Can you help us on this? Thank you.
Hey any idea on how to use that road spine with collision as well. I don't get how to use it unless they are just showing it can be done? Kinda confusing.
can I ask something also I care about it , I wanna enroll in the course , but how optimized is the game ? do we learn about the best practices too ?
hi, thanks for your video. I would like to know how many fps you have in first person with a full forest? Thank you
could you drop that pcg on a 130km x 130km map? or is pcg just for tiny levels like in the example?
couple of questions: can pcg affected by vertex color, or layers from a landscape material for a somewhat manual help? Can the procedurally placed assets be manipulated afterwards? Can it place blueprints? for example trees that you can cut down in your game.
thanks a lot
Pretty awesome, and very pretty, but what does this do to performance and frame rates. Can I run these types of environments on standard PCs?
Are you still active? Looks like its been 2 months since your last video
Hope you are well, youre content is fantastic
Thanks for sharing and showing the indepth tutorial. Just a question though, is it possible that we add other megascan assets, replace or remove some assets from the procedurally generated environment? To make it more custom made pcg, using the same graph?if so how do you do it then?
sure, I will break down the pcg graphs in another video
Thank you for this showcase, I was curious, could Electric Dreams theoretically also be used to make full scale cities? with intricate details, and also customizable buildings?
Matrix demo city was built using PCG
I want to see the PCG build large open world cities with buildings you can enter, but not using static meshes, that always looks too "tiled". Use voxels like a photorealistic minecraft, with the new fluid flux
Is this possible with buildings with interior as well
The video is very good explaining all the benefits of the dream electric but no one explains (in any video) how it is packaged after putting together all these blueprints... it gives an error and no one says anything :(
I have a question - I understand correctly that you can use the tools from this demo to make your own game?
is there a road pcg or something close to it?
I wonder what is the polycount for this forest scene, even with nanite enabled it must be in hundreds of millions. This is insane for real time !
Hello, I want to buy the floor. Is it complete, because or not?
Well while this demo allows you to copy the blueprints over to other projects and create you own environments, there isn´t a way to make this with all custom assets that are not in the demo, since every asset has its own code for where it should be placed by pcg (correct me if I´m wrong pls!)
When i do Path Tracing it all goes black and white. Why is it happening?
Can PCG make animations? At present, none of the PCG tutorials mention the issue of being able to create animations. It's all about scattering objects in a thousand rate scene....
No
Hm the ground bp is a bunch of material instances that look awful they aren’t connected to anything just a bunch of planes intersecting and above the ground
now i can fire all my level designers.
Do we have Discord Server?
only for the course
tried this out.. oof i need a better PC....