Spawning BP actors with PCG in UE 5.2

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 34

  • @ChainSaw444
    @ChainSaw444 Рік тому +13

    it's a great video but I can only hear out of the left ear

  • @gudormr
    @gudormr Рік тому +3

    I used the test sample for the forest and couldn't, for the life of me, figure out why my tree nodes weren't taking any damage. I was about to give up until I came across your video. Thank you so much for sharing!

  • @TabascoDev
    @TabascoDev День тому +1

    To Unreal 5.4, 5.5 user:
    For missing "landscape" in input node. Use "Get Landscape Data" node and drag it to "Surface Sampler".
    Then it will do the job.

  • @AB-fg4mh
    @AB-fg4mh 11 місяців тому +1

    Thanks for your time for making this video!

  • @GamesByHyper
    @GamesByHyper Рік тому +1

    Hey! Awesome video. Loving it. Keep up the good work!

  • @exhorts
    @exhorts Рік тому +1

    Thank you so much for sharing! This is great!

  • @MrPangahas
    @MrPangahas Рік тому +1

    exactly what I was looking for thanks for this

  • @cloud_ship_9
    @cloud_ship_9 4 дні тому +1

    If anyone has trouble doing this in 5.4, use an Execute Blueprint node for MeshtoPoints and then set the filter to 'Any'. Voila.

  • @JonathanXm
    @JonathanXm 28 днів тому +1

    Thanks!! 💫

  • @seantoal5261
    @seantoal5261 Рік тому +5

    awesome, i suppose performance takes a big hit tho

    • @avistryfe4534
      @avistryfe4534 Рік тому

      No its quite the opposite. The purpose of pcg is to load actors differently than if they had been manually placed. Its like a projection of those assets in a way. At least thats the gist of it from what ive watched in multiple walkthru videos.

  • @aylanlops
    @aylanlops Рік тому +1

    Do you know how I could instantiate logging trees, since if I spawn the trees as actors, this is too heavy. But it would be nice to be able to spawn it in foliage format

  • @IstyManame
    @IstyManame Рік тому +8

    get out of my left ear lol XD

  • @HalValla01
    @HalValla01 8 місяців тому

    So my actors aren't there on runtime. Static meshes work in editor and runtime, actors are only in editor. Any way to fix this?

  • @gangsteam
    @gangsteam 11 місяців тому +1

    Is it better to spawn instanced meshes instead, and only turn them into a full bp actor when someone interacts?

    • @gangsteam
      @gangsteam 11 місяців тому +1

      Confirmed, I spawn only static meshes and then convert them to a bp when I need to by casting to the instanced static mesh, removing it, and replacing it with the bp actor. This should help performance for large open world maps.

    • @coltonwiley359
      @coltonwiley359 Місяць тому

      @@gangsteam Grab it with an interface though! or it'll just always live in memory constantly and not garbage collect like it should!

  • @tonividalcasado5352
    @tonividalcasado5352 Рік тому

    Hi, I have a question that maybe you can answer. I prepared a pcg to spawn some blueprints in a spline so I made a blueprint of that. Now if I want to use that pcg but with other BPs, like if Im using it right now with 1 type of trees but I want to use another one, do i have to duplicate that PCG and change there the Spawned Actor or there is a way to expose that node so I can easily change it directly in the blueprint?

  • @T1mothyTee
    @T1mothyTee Рік тому

    Is it possible to do this in runtime?
    I'm trying to make an infinite landscape with elements that are generated via PCG when the camera pans to the right. Thanks!

  • @jotafumeiro
    @jotafumeiro 8 місяців тому

    how can u get the info from the gathered item in order to pick it up with the info? i can't get the static mesh of what i pick up

    • @kindclouds2226
      @kindclouds2226  8 місяців тому

      I used hypers assets with my pcg graph. It isn't just a static mesh. It is a blueprint that contains the mesh. Further more with recent changes to pcg since the video I believe what I've done is a bit out dated. I'm currently working on recreating it. However hyper has created a pcg asset im thinking about investing in and changing it from there.

  • @OneManArmies-mm8yj
    @OneManArmies-mm8yj Рік тому +1

    Nice work ;)

  • @haoyuanchen4348
    @haoyuanchen4348 Рік тому +1

    Nice work

  • @sunfix991
    @sunfix991 10 місяців тому +1

    this works for multiplayer?

  • @pandknz
    @pandknz Рік тому +2

    how did you make your actor for the iron and coal?

    • @kindclouds2226
      @kindclouds2226  Рік тому +1

      I didnt make the bp's. But can be found on unreal marketplace. Developer is solid and community is great.
      www.unrealengine.com/marketplace/en-US/profile/Games+By+Hyper?count=20&sortBy=effectiveDate&sortDir=DESC&start=0

  • @akshaynatoo534
    @akshaynatoo534 Рік тому +1

    hi, thanks for the tutorial, much needed, is there a way to generate multiple actors randomly using pcg. thanks for the help 😁

    • @kindclouds2226
      @kindclouds2226  Рік тому

      If im understanding your question. The answer is yes. I've seen other videos that implement multiple or different actors in one graph similar to what I did

  • @VirtuLlama
    @VirtuLlama Рік тому +1

    nice 👍

  • @KeepItSimplePC
    @KeepItSimplePC Рік тому

    used similar but im Using SGK V2 and used static mesg spawner but the resources are infinate and trees / berries . fiber never disapear any sugestions?

    • @kindclouds2226
      @kindclouds2226  Рік тому +1

      Honestly a good question, I stepped away from sgk v2 a while back. i found when adding or modifying the existing code i was really restricted. My assumption would be the way the spawner functions. Defuse is a solid dude, and incredibly informative. Without seeing your BP's I'd ask him in his discord.

  • @avistryfe4534
    @avistryfe4534 Рік тому +1

    Ill have to watch this later. My kids are way too loud lol.