How To Make Roads with Splines and PCG in Unreal Engine 5

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  • Опубліковано 31 гру 2024

КОМЕНТАРІ • 39

  • @cookiigames
    @cookiigames 15 днів тому

    Thank you so much! I was looking for a tutorial that would show me how to do this with unreal engine tools all day and most of them want to charge you to use their plugins, it was frustrating. I appreciate this video ❤

  • @streetmagic2654
    @streetmagic2654 17 днів тому

    I had so much trouble trying to combine the sidewalk with the road using the Model/Mesh feature as it would not complete the process and I actually tried putting guardrails instead 13:36. I ended up highlighting the meshes, right clicked on them and (option) create new static mesh. Took about 3 seconds, nanite and all. Awesome video and super helpful!

  • @MisterPlougy
    @MisterPlougy Місяць тому

    Another very nice tutorial!
    I have been watching all of your PCG videos recently and they helped me a lot so thank you!
    Concerning the landscape splines, i personnaly like to use them alongside with a runtime virtual texture assigned in the detail panel.
    It's handy because then you don't need to struggle with placing each points perfectly since the landscape spline will be projected into your landscape directly, matching its curves and slopes a bit like a decal would.

  • @FutureIndustriesOfficial
    @FutureIndustriesOfficial Місяць тому +4

    Handy trick to make the spline automatically deform the landscape automatically, non-destructively.
    Create a new sculpt layer (called it road for example), right click on it and select "reserve for spline".

  • @kurtissebring349
    @kurtissebring349 Місяць тому

    Dude, your stuff is AAA quality. Thanks!

  • @EosSempai
    @EosSempai 17 днів тому

    Thank you, I needed this kind of tutorial! you helped me a lot! A like and A sub was pressed!

  • @aerospacenews
    @aerospacenews Місяць тому +1

    🌟 Another lucid, clear and helpful Unreal Engine tutorial @azielarts - thank you for producing these!

  • @ugotitbad5
    @ugotitbad5 17 днів тому

    You're a genius!

  • @TrikaArts
    @TrikaArts Місяць тому

    Thanks for the super cool video! I was super overwhelmed by this feature, but this video helped me digest it and understand it more. Thanks a lot for sharing

  • @JosephWraith
    @JosephWraith Місяць тому +1

    Awesome! Thanks for sharing!!

    • @azielarts
      @azielarts  Місяць тому

      No problem, hope it is helpful.

  • @wayne9954
    @wayne9954 Місяць тому

    Thank you PCG KING!

  • @AlexHutchingsOfficial
    @AlexHutchingsOfficial Місяць тому +2

    Thanks for the video. For some reason my pcg graph has no effect on my landscape splines. The white boxes don't show up when pressing 'd' on the spline sampler. I've watched that part of the video several times to make sure everything is exactly the same

  • @piszczu4707
    @piszczu4707 2 дні тому

    Awesome, I just have an issue that make my sidewalk flying above the ground because it is on top of the main road. I'm wondering why in your video it nicely matches the ground? If I lower the Center Adjust, then my road is below the ground.

  • @Arie_achmad19
    @Arie_achmad19 Місяць тому +1

    your mic so good for i hearing bro

  • @KADstudioArchitect
    @KADstudioArchitect 8 днів тому

    Thank you, I am looking actually to mage full procedural by PCG, for example make the road itself via PCG, when we add some connection cross road gets connected correctly and make curves, etc., is that possible to make some content like that. Something like Cities Skyline game but for Architecture purpose.

  • @alankky2008
    @alankky2008 Місяць тому

    You are genius

  • @imdb6942
    @imdb6942 Місяць тому

    Thank you, would be awesome if you showed how to correct the up Vector on those street lamps, currently they follow the tangent of the curve, so they look like they're falling in some cases where the road bends.

    • @azielarts
      @azielarts  Місяць тому +1

      Ah great question. It is a little more complicated, but you will need to separate the points and only apply absolute rotation to the x and y axis.

    • @imdb6942
      @imdb6942 Місяць тому

      @@azielarts That worked, there's a lot more modifier features in regular actor Blueprint vs. PCG. Regular BP contains set forward Axis and etc.

  • @victormbarba1
    @victormbarba1 Місяць тому

    Hi Aziel - Love your videos!. in this one, from minute 2:12 - to 2:17 - You select All Segments, and Deform "only selected" - And I see the line with 2 little squares at each end. The you do something (I DON'T KNOW WHAT) to select a point and raise the landscape. I can not select a point to see the 3 color arrows. Can you help me please.

  • @titoo1980
    @titoo1980 Місяць тому

    Good one . but since you are working with PCG i think one spline is enough for all road component and it keeps your work Fully procedural .

  • @ryanisanart
    @ryanisanart Місяць тому +1

    Not sure if you mention this but have you found a way to do intersections?

    • @mclothmann
      @mclothmann Місяць тому

      Yes this is totally possible, but it’s much more advanced than this. I’d recommend watching the advanced PCG video from Unreal Fest, they go over a lot of ways to filter data and it should cover most of the fundamentals to get this to work

  • @realgermankid
    @realgermankid 29 днів тому +1

    so u did from scratch!

  • @OjalaStudios
    @OjalaStudios 29 днів тому +1

    Hey Aziel.
    My road gets blurry after a couple of meters, any ideas what might causing this? The texture res is 4k on the road material.

    • @azielarts
      @azielarts  28 днів тому

      Hard to know without knowing your setup. It is possible you are running in your texture pool limit? Or maybe check you mip map settings?ua-cam.com/video/0VAhyIGyHig/v-deo.htmlsi=FjsFBTj4JrKY3ost

  • @besogogebashvili8212
    @besogogebashvili8212 Місяць тому

    SUPEER THANK YOU VERY MUCH

  • @maschinelab8598
    @maschinelab8598 Місяць тому +1

    Why didn't you add a new spline mesh to the array in the original spline and use center adjust to send it to the side? I'm genuinely curious of the reasoning. Thank you

    • @maschinelab8598
      @maschinelab8598 Місяць тому

      Also, i think streetlamps are always, or almost always, vertical. You should check absolute rotation in the Transform Points nodes. Cheers

  • @brucehsu4253
    @brucehsu4253 18 днів тому

    how to change scale of the meshes?

  • @agastyasutra
    @agastyasutra 29 днів тому

    please make one wher we have to use more than 1 road lane... and in one lane we will spawn lights but in another we will not..

  • @АнастасияКолосок-г5ш
    @АнастасияКолосок-г5ш Місяць тому +1

    For some reason my pcg graph is not affecting my landscape splines. The white squares don't appear when you press the “d” button in the spline sampler. Could you please advise what the problem could be?

    • @azielarts
      @azielarts  Місяць тому

      Hmm it could be a bunch of different issues. Here are some things to check.
      1) PCG volume overlaps with the landscape and spline.
      2) you are not still in the landscape editing mode.
      3) check your get data node settings are correct
      4) hit cleanup and then generate on the PCG graph in your level again
      5) try opening the level again.
      6) sometime you do actually get points, but they are too small to see. Try spawning something and see if that works.
      Hope that helps

    • @nokeomiga
      @nokeomiga Місяць тому

      Same problem here. Maybe because we use UE5.5? I try old the things to check that Aziel saids but nothing. The debug tool works because with GetLandscapeDta and SurfaceSample i get cubes in debug.

    • @АнастасияКолосок-г5ш
      @АнастасияКолосок-г5ш Місяць тому +1

      @@nokeomiga yes the problem is in version 5.5. In version 5.4 everything works fine

    • @nokeomiga
      @nokeomiga Місяць тому

      @@АнастасияКолосок-г5ш Thanks!

  • @KADstudioArchitect
    @KADstudioArchitect 8 днів тому

    To be honest your PCG Workflow is kinda weird and half PCG used, as I saw many tutorials they dont use this semi-manual mode which is more procedural and ease of use