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!
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.
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.
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
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.
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?
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!
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.
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
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
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?
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.
it's a great video but I can only hear out of the left ear
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!
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.
Thanks for your time for making this video!
Hey! Awesome video. Loving it. Keep up the good work!
Thank you so much for sharing! This is great!
exactly what I was looking for thanks for this
If anyone has trouble doing this in 5.4, use an Execute Blueprint node for MeshtoPoints and then set the filter to 'Any'. Voila.
Thanks!! 💫
awesome, i suppose performance takes a big hit tho
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.
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
get out of my left ear lol XD
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?
Is it better to spawn instanced meshes instead, and only turn them into a full bp actor when someone interacts?
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.
@@gangsteam Grab it with an interface though! or it'll just always live in memory constantly and not garbage collect like it should!
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?
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!
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
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.
Nice work ;)
Nice work
this works for multiplayer?
I never tested for multiplayer
how did you make your actor for the iron and coal?
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
hi, thanks for the tutorial, much needed, is there a way to generate multiple actors randomly using pcg. thanks for the help 😁
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
nice 👍
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?
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.
Ill have to watch this later. My kids are way too loud lol.