PCG is amazing! If you want to watch the whole tutorial you can do so here ua-cam.com/video/8c1t4Pok_E8/v-deo.html Want to learn to create an Action Game from scratch? Start today with the first lesson for FREE! www.unfgames.com/action-game If you got any idea for a tutorial we want to hear about you! Comment below what kind of tutorial you would like to watch 👇
Hello UNF Games, Thank You for this wonderful video, I was looking for something just like this to build a fence around my PCG Forest. This works perfectly if your fence area is straight in line. However, my forest boundary is CIRCULAR in shape, and so when I put a fence around it, the fence doesn't fit each other , there are angular gaps in between the fence, and if I use offset in Z rotation to fit the fence, say I make it fit nice and properly at 4 o'clock and 5 o'clock, then it fits there and its diagonally opposite 10 o'clock and 11 o'clock, however for other directions, there are angular gaps in between which defeats the entire purpose of putting a fence in the first place. Please , Can you make a part 2 which shows how to fit the fence properly to each other in a CIRCULAR shaped environment? Thanks again :)
I've been using Unreal Engine since the early versions of 4 and honestly, your channel is the absolute best I've seen for learning the engine. Please never delete this channel.
I just started working with PCG and Splines and ran into some issues I couldn't figure out myself or with Google, and your video solved them all, so thank you so much!! 🙏
More advanced tutorial on combining PCG with Blueprints to do buildings or stuff similar to the one from Epic presentation would be cool content for the future. :)
Great tutorial, thanks! You asked about some suggestions. Would you please show us how to apply procedural generation to interiors? Like for example spawning an obstacle course where every room or section changes every time? Many thanks and keep up the great work!
I think I would add a PCG component to the spline blueprint and add the PCG component and have it be self-referential. It seems to me that looks things up via a string tagging system is not going to be the fastest solution.
Could you show how we could make a fence that has wooden posts but wire in between? In reality this wire could attach at the same place along a post’s height (so if the fence was going up a hill, the posts would be vertical but the wire would be sort of diagonal between the posts).
Yes I have an idea, make a procedural enemy spawner. Maybe with different enemy types spawning in different dencities at different areas, and depending on distance to player and also deltatime.
Hi, please can you help me? I cannot find "Get SplineData" in the PCG Menu (while I found Spline Sampler and Static Mesh Spawner). Is it because i am using Version 5.1.1? Thank you :).
the hardest part of using a Spline is in Runtime, letting the Player using it to craete the Roads they want or the fence, they want. This is extremly hard. I still cannot get it. the mathematic being such project is overwhelming. I dont know how games like Banished, or City Skyline or City games builder that let you create roads in Runtime do it. How they achieved that? I dont know. using spline to create roads is a brain fog for me lol and i'm not alone.
Hello UNF Games, Thank You for this wonderful video, I was looking for something just like this to build a fence around my PCG Forest. This works perfectly if your fence area is straight in line. However, my forest boundary is CIRCULAR in shape, and so when I put a fence around it, the fence doesn't fit each other , there are angular gaps in between the fence, and if I use offset in Z rotation to fit the fence, say I make it fit nice and properly at 4 o'clock and 5 o'clock, then it fits there and its diagonally opposite 10 o'clock and 11 o'clock, however for other directions, there are angular gaps in between which defeats the entire purpose of putting a fence in the first place. Please , Do you know how to solve this problem?
If you want to fix those trees... make sure you are using the Pivot Painter versions with the Advanced Wind on. The Simple Wind Quixel trees don't seem to work with PCG.
Thanks for this tutorial! I have some questions regarding this: 1. How can I determine the spline points to only be placed by a certain degree on the x and y axis, so the fence doesn't have round shapes? 2. Can I tell the spline to close by the shortest or maybe by another path but without passing through other actors?
can you make a video to make yourself as an actor in game, i tried bumch of ways to do that in metahu,am but its not working . thanks again for making wonderful tutorials.
I've got a problem with tags, i did exactly like you and the splines don't turn into fences, is there a fix to it? Or did u miss something? I'm using 5.3.2
The easy way would be to have 2 splines and a door you place manuallyin the middle. The complete solution would be to add the door through code in the position you would like edit her through an index or through a location.
Is it possible to set keyframes on the spline and keep the spline closed? If so, will the fence continue to add fence segments if the spline grows and shrinks?
One thing I've noticed with this method, both in your video and me trying it, is that the fence doesn't perfectly line up between each post, especially if there's a harsh turn on the spline. Is it possible to have each fence piece perfectly rotate itself to align with the next piece, or is it one of those things that's just better done with old fashioned spline + spline meshes?
Hello! I'm a newer version of Unreal engine 5 and when I drop down the Input node in the PCG graph I don't get the landscape option. How can I bypass this so I can easily use my fence on the landscape? Thank you.
at 4:51 there is something i miss, i added "test" as tag on my blueprint then go on my PCG_fence and choose all world actors, by tag, "test" but nothing append. (i'm using exactly the same mesh and don't understand where i miss, i'm using ue 5.3.2)
PCG is amazing! If you want to watch the whole tutorial you can do so here ua-cam.com/video/8c1t4Pok_E8/v-deo.html
Want to learn to create an Action Game from scratch? Start today with the first lesson for FREE! www.unfgames.com/action-game
If you got any idea for a tutorial we want to hear about you! Comment below what kind of tutorial you would like to watch 👇
do you need to merge the thing to achieve better performance
Hello UNF Games, Thank You for this wonderful video, I was looking for something just like this to build a fence around my PCG Forest.
This works perfectly if your fence area is straight in line.
However, my forest boundary is CIRCULAR in shape, and so when I put a fence around it, the fence doesn't fit each other , there are angular gaps in between the fence, and if I use offset in Z rotation to fit the fence, say I make it fit nice and properly at 4 o'clock and 5 o'clock, then it fits there and its diagonally opposite 10 o'clock and 11 o'clock, however for other directions, there are angular gaps in between which defeats the entire purpose of putting a fence in the first place.
Please , Can you make a part 2 which shows how to fit the fence properly to each other in a CIRCULAR shaped environment?
Thanks again :)
I've been using Unreal Engine since the early versions of 4 and honestly, your channel is the absolute best I've seen for learning the engine. Please never delete this channel.
Thank you! Means a lot 😁
I just started working with PCG and Splines and ran into some issues I couldn't figure out myself or with Google, and your video solved them all, so thank you so much!! 🙏
More advanced tutorial on combining PCG with Blueprints to do buildings or stuff similar to the one from Epic presentation would be cool content for the future. :)
Cool idea!
PCG is amazing, tried it myself. I think it's currently not suitable for fences of this kind but for tutorial purposes its great to try.
Well done tutorial! Many thanks!
Great tutorial, thanks! You asked about some suggestions.
Would you please show us how to apply procedural generation to interiors? Like for example spawning an obstacle course where every room or section changes every time?
Many thanks and keep up the great work!
You guys make the best tutorials!
Thank you!
Thank u, this is what im searching for !
Thank you) It's really cool! Your video helped me a lot in my work :)
Good stuff! I've been meaning to look into procedural generation in UE5, and how splines can work with it too!
Glad I could help!
7:42 "Each landscape has polygons and each polygons have... polygons... and if you change it... it will definitely change..." I lost it
Thank you so much for this video. Exactly what I was looking for :)
Welcome!
I think I would add a PCG component to the spline blueprint and add the PCG component and have it be self-referential. It seems to me that looks things up via a string tagging system is not going to be the fastest solution.
Could you show how we could make a fence that has wooden posts but wire in between? In reality this wire could attach at the same place along a post’s height (so if the fence was going up a hill, the posts would be vertical but the wire would be sort of diagonal between the posts).
Please make more videos about PCG and ply make full forest environment (deeply) through PCG
Yes I have an idea, make a procedural enemy spawner. Maybe with different enemy types spawning in different dencities at different areas, and depending on distance to player and also deltatime.
This is a nice idea!
I dunno but i think this will replace a lot of assets on markeplace
thank you
Welcome!
Try to recreate a procedural system like in presentation video of UE5.2.
Please make a video on procedural city generation including roadmaps and crowds using pcg like the matrix demo
Thanks man.
Waiting for tutorial which breaks down the whole megascans demo for pcg
Can I animate the spline in my sequence, such as having it start at one point and gradually close over time?
Just curious, Can i use my Custom mesh to do the Procedural Content Generation.
Hi, please can you help me? I cannot find "Get SplineData" in the PCG Menu (while I found Spline Sampler and Static Mesh Spawner). Is it because i am using Version 5.1.1? Thank you :).
DID u find any solution ?
VERY INTERESTING. WHERE DID YOU GET THE OLD BUILDINGS MAN?
the hardest part of using a Spline is in Runtime, letting the Player using it to craete the Roads they want or the fence, they want. This is extremly hard. I still cannot get it.
the mathematic being such project is overwhelming. I dont know how games like Banished, or City Skyline or City games builder that let you create roads in Runtime do it.
How they achieved that? I dont know. using spline to create roads is a brain fog for me lol and i'm not alone.
Hello UNF Games, Thank You for this wonderful video, I was looking for something just like this to build a fence around my PCG Forest.
This works perfectly if your fence area is straight in line.
However, my forest boundary is CIRCULAR in shape, and so when I put a fence around it, the fence doesn't fit each other , there are angular gaps in between the fence, and if I use offset in Z rotation to fit the fence, say I make it fit nice and properly at 4 o'clock and 5 o'clock, then it fits there and its diagonally opposite 10 o'clock and 11 o'clock, however for other directions, there are angular gaps in between which defeats the entire purpose of putting a fence in the first place.
Please , Do you know how to solve this problem?
If you want to fix those trees... make sure you are using the Pivot Painter versions with the Advanced Wind on. The Simple Wind Quixel trees don't seem to work with PCG.
Great to know!
Thanks for this tutorial!
I have some questions regarding this:
1. How can I determine the spline points to only be placed by a certain degree on the x and y axis, so the fence doesn't have round shapes?
2. Can I tell the spline to close by the shortest or maybe by another path but without passing through other actors?
can you make a video to make yourself as an actor in game, i tried bumch of ways to do that in metahu,am but its not working . thanks again for making wonderful tutorials.
I've got a problem with tags, i did exactly like you and the splines don't turn into fences, is there a fix to it? Or did u miss something? I'm using 5.3.2
How can i add an opening / a door in the spline fence? with a custom mesh or just cut the spline
The easy way would be to have 2 splines and a door you place manuallyin the middle.
The complete solution would be to add the door through code in the position you would like edit her through an index or through a location.
is there a way to fix ? i followed your Video but the fence i got is not connecting to the other its just looking in the wrong direction
Is it possible to set keyframes on the spline and keep the spline closed? If so, will the fence continue to add fence segments if the spline grows and shrinks?
Would be very cool if we can animate the Spline points and render the animation in Movie Render Que.
Did you find a fix for the trees? I have the same problem since i updated my project from ue5.1 to ue5.2 with the black alder trees
One thing I've noticed with this method, both in your video and me trying it, is that the fence doesn't perfectly line up between each post, especially if there's a harsh turn on the spline. Is it possible to have each fence piece perfectly rotate itself to align with the next piece, or is it one of those things that's just better done with old fashioned spline + spline meshes?
In my experience Spline meshes deform better since they can bend the mesh, for organic stuff is great
Hello! I'm a newer version of Unreal engine 5 and when I drop down the Input node in the PCG graph I don't get the landscape option. How can I bypass this so I can easily use my fence on the landscape? Thank you.
Use the get landscape data node 👍
@@unfgames Great! From there, where do I plug in the nodes, as I'm having some trouble?
at 4:51 there is something i miss, i added "test" as tag on my blueprint then go on my PCG_fence and choose all world actors, by tag, "test" but nothing append. (i'm using exactly the same mesh and don't understand where i miss, i'm using ue 5.3.2)
Did u found a fix for it? I have the same problem
@@NuNCzakTOP no i didn't retry, same problem ?
HEY! I think i found a soultion!
It this more preformance friendly like the old way to do this. ?
Haven't run stress tests on it, but it should be by a little margin if you were using blueprints to generate stuff.
This houses also make this technique?
It can be done for that too
Hey guys, very smart tutorials for us :) Do you know why (the hell) I'm unable to find the "Get Spline Data" node ?
are you using the 5.2 version?
@@unfgamesthanks for your reply :) Nope I'm using the old 5.1.1. This node is a brande new feature ?
@@unfgames hola a mi tampoco me aparece!
2:22 i dont have the get spline data node, im using ue5.1, is that why?
any solution ?
the solution is ue 5.2 haha @@S1zzler
There is anyway to make rivers using spines? The river system in UE is awful.
Its possible. There is a tutorial series by FreeTimeCoder on that i believe
Duncan Bridge
De que zona de España eres?. Hablas Inglés muy similar a mi por tu acento. Yo soy valenciano. Saludos
Hola, soy peruano 😁
@@unfgames pensava que tu era chinês por causa de teu nome :D
is this in 5.1 or 5.2?
5.2
I think it's much better doing those kinds of things through Houdini
You do realize Houdini isn't free, unlike Unreal Engine which is.
I think is much better to do those things in Houdini instead of PCG #gamedev #unrealengine
i can't get "Get spline data" node? pls help fast!
there is some way to nodify the espline in game? thank u so much