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 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!! 🙏
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.
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!
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 :).
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.
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).
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.
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
Hello, that's great tip! Is it possivel to spaw a blueprint instead a staticmesh? I've made a group of objects in a Blueprint (to live edit the copies) and I would like to repeat than along the spline. Is this possible with this approach?
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.
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?
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?
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?
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)
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.
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.
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?
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.
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 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!! 🙏
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 😁
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.
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!
7:42 "Each landscape has polygons and each polygons have... polygons... and if you change it... it will definitely change..." I lost it
Well done tutorial! Many thanks!
You guys make the best tutorials!
Thank you!
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 ?
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!
Thank you) It's really cool! Your video helped me a lot in my work :)
VERY INTERESTING. WHERE DID YOU GET THE OLD BUILDINGS MAN?
Just curious, Can i use my Custom mesh to do the Procedural Content Generation.
Please make more videos about PCG and ply make full forest environment (deeply) through PCG
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).
Thank u, this is what im searching for !
Can I animate the spline in my sequence, such as having it start at one point and gradually close over time?
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!
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
Waiting for tutorial which breaks down the whole megascans demo for pcg
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.
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
Thank you so much for this video. Exactly what I was looking for :)
Welcome!
Hello, that's great tip! Is it possivel to spaw a blueprint instead a staticmesh? I've made a group of objects in a Blueprint (to live edit the copies) and I would like to repeat than along the spline. Is this possible with this approach?
I believe you can spawn any type of actor, you just need another node
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
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?
there is some way to nodify the espline in game? thank u so much
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?
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?
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.
I dunno but i think this will replace a lot of assets on markeplace
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.
Please make a video on procedural city generation including roadmaps and crowds using pcg like the matrix demo
Try to recreate a procedural system like in presentation video of UE5.2.
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!
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.
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!
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.
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
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
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.
Thanks man.
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!
thank you
Welcome!
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
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
Duncan Bridge
i can't get "Get spline data" node? pls help fast!
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