If you're trying to find the "ProjectPointsOnLandscape" feature in version 5.3.1 and you're running into some issues, here's a friendly guide for you: - First, create a "Projection" node. - Insert the points you want to transform into the "Transform" node within the projection. - Then, create a "Get Landscape Data" node. It only has an "out" output. - Take this output from the "Get Landscape Data" node and insert it into the "Projection Target." Hope this helps! 😊 (P.S if others mentioned this already I've not seen it sorry!)
Yo i feel a bit "lazy" asking you that. But can you write it more like a node tree . like This node -> This node and This node -> This node. (lol i hope its understandable)
@@bigdaddyproduction7266 I have made changes to make this useable in a subgraph but the general flow should be: Input -> Surface Sampler -> Density Filter -> Transform Points -> Static mesh spawner -> Projection node (In) Get Landscape Data -> Projection node (projection target) Projection node -> output Let me know if this helps!
That whole tutorial series is a pure gold ! Thank You very much. ps Besides all that extremely useful knowledge i have to say that whole content is really well done. Easy to follow and without any usless bs. Thank You once again !
I was playing around with pcg the last days and it reminds me on houdini (sort of) Its awesome! I subbed and will watch your Tutorials on binge😂 They are gold- as you said there is very rare tut stuff available yet Thank you man!!!😊
Just subscribed to start this tutorial. I'll stay subscribed don't worry but pretty stoked to get into this tomorrow. All other tutorials seem like they don't answer a lot of the big issues like paths and such so I'm excited to delve into this.
Awesome tutorial, I just started with pcg and really appreciate a thorough walk through. While watching your video when talking about the density something that occurred to me, not sure if you talk about this later on. But it appears to be a float value and by favoring one end or the other is reminiscent of a histogram. The way that you were able to narrow down the spawning felt like clamping with the levels
Absolute legend thank you. Downloaded the Electric Dreams scene - the most recent PCG example Epic have released - and realised I need to learn the basics of PCG before going anywhere near that goliath hahhaa
For people who use UE 5.4 and they don't have "Landscape" output in Input Node, so you can't see points on map's surface: Add "Get Landscape Data" node -> connect to Surface Sampler (surface) -> Press 'D' on this node and you're done!
Thank you, I like your tutorial, I learn a lot with it. I almost succeeded, I'm missing the node (project landscape), but I'll come back when I find a way to replace that with something else.
It's deprecated, the creator posted a solution down below, which I'll paste here: @FreetimeCoder 4 months ago The node is still there, but it's been deprecated without replacement as far as I can tell. You can add an "ExecuteBlueprint" node to the graph and select "ProjectPointsOnLandscape" in the Blueprint Element Type. Should work a charm, cheers
Just discovered your tutorial. In my UE5.2 Preview 2, there is no "ProjectPointsOnLandscape" node. Can you confirm that or do I have a slightly corrupt download that I need to run the "Verify" on my 5.2? Thank you for these tutorials. Your teaching style is a welcome technique that I wish many tutorials had!!!
The node is still there, but it's been deprecated without replacement as far as I can tell. You can add an "ExecuteBlueprint" node to the graph and select "ProjectPointsOnLandscape" in the Blueprint Element Type.
very nice starting for me as a beginner ... on Youtyube there is are some videos that playing with PCG BluePring and making a shape for example a apartment with 2 mesh ... actually compile them to make a nicer shape ... anyway they are advance and i hope to reach that point with this tutorial ..... Thanks !
I am trying to add cliffs to my slopes, but I need the cliffs to remain upright and not align to surface. The landscape height pin seems to be the only possibility for not aligning points to surface, but the density filter does not work with the landscape height input. Any suggestions?
I would be extremely grateful if you could explain or do a video on how to tie this into PCG on runtime. I'm struggling to understand how to generate a landscape and meshes on runtime based off a random seed.
I can't get the static mesh spawner to work, idk what I'm doing. Thanks for the video I think I'm gonna try some simpler stuff and maybe wait for the full 5.2 release
Can the PCG spline walk and can it achieve animation of moving, rotating, scaling along the spline path and then restoring to its original position under custom walking
@patrickikolo il y a 0 seconde In the FCG UE 5.3 the node project point on landscape doesn't exist anymore on ue 5.3 can you please clarify it on what could we swap it. Even the landscape section doesn't exist
While it's not technically creating a foliage actor you can still apply the similar instance code you would for foliage instance, just on the PCG actor. You can also use PCG to spawn actors.
Exactly the question I had. Solved it like this: get a projection node, and plug the result from "get spline data" to "In", and the "Landscape height" to "Projection target". Then do the rest (i.e., spline sampler, transform etc.). Now your points will be projected on the landscape height (when you have the spline within the volume)
Inside your PCG Blueprint, your left list of options have 5 functions under the "Landscape" tab that do not appear to be included with the default PCG plugins. Did you create these on your own or downloaded them from another location? Could you share them? You've referenced one of them in this tutorial "ProjectPointsOnLandscape". But this doesn't appear to be included by default.
@@evensriiser You rock! Thank you for finding this. I'm curious why this s Deprecated and what the replacement solution is for it. I'm also trying to figure out how to duplicate his "SimpleLandscape" blueprint in "Part 9". This is what Im really after. Trying to paint weights on landscape and have trees, bushes relocate. Thanks again!
found to get this node you need to call (DistanceToDensity) Find (Template) and in (Blueprint Element Type) choose (Project Points On Landscape) For UE5.2
I'm in a later version and the DensityNoise seems to be missing - I'm wondering if anyone can confirm that the Attribute Noise object is a replacement for that?
Im encountering the same issue. It appears there's quite a bit left out in this video that's important info. He has multiple Landscape options that do not appear available by default and Im not finding the plugins that would enable them.
In case anyone is confused at 5:50, in 5.3 Inspect is now A instead of I.
And Density Noise is now Attribute Noise
Thank you
If you're trying to find the "ProjectPointsOnLandscape" feature in version 5.3.1 and you're running into some issues, here's a friendly guide for you:
- First, create a "Projection" node.
- Insert the points you want to transform into the "Transform" node within the projection.
- Then, create a "Get Landscape Data" node. It only has an "out" output.
- Take this output from the "Get Landscape Data" node and insert it into the "Projection Target."
Hope this helps! 😊
(P.S if others mentioned this already I've not seen it sorry!)
Yo i feel a bit "lazy" asking you that. But can you write it more like a node tree . like This node -> This node and This node -> This node. (lol i hope its understandable)
@@bigdaddyproduction7266
For sure! I’m not at my computer right now but give me a few and I’ll upload the arrow flow!
@@bigdaddyproduction7266
I have made changes to make this useable in a subgraph but the general flow should be:
Input -> Surface Sampler -> Density Filter -> Transform Points -> Static mesh spawner -> Projection node (In)
Get Landscape Data -> Projection node (projection target)
Projection node -> output
Let me know if this helps!
And there is no densityNoise node
@@MrZzm88 It's called Attribute Noise now, works the same
That whole tutorial series is a pure gold ! Thank You very much.
ps
Besides all that extremely useful knowledge i have to say that whole content is really well done. Easy to follow and without any usless bs.
Thank You once again !
For a day I was keep looking your last video with advanced splines. Your approach to PCG workflow is so professional. Thanks for the tips.
You are a natural at this - one of the best tutorials I've watched in a while. Thank you!!
I was playing around with pcg the last days and it reminds me on houdini (sort of)
Its awesome! I subbed and will watch your Tutorials on binge😂
They are gold- as you said there is very rare tut stuff available yet
Thank you man!!!😊
So incredibly helpful! Thanks for sharing!
Amazing Yes this is tutorial with everything you need. I recommend it to everyone. Thank You
Just subscribed to start this tutorial. I'll stay subscribed don't worry but pretty stoked to get into this tomorrow. All other tutorials seem like they don't answer a lot of the big issues like paths and such so I'm excited to delve into this.
Thank you sir! Comming from Blender, I was looking for the corresponding method to the geometry nodes. Great tuto!
Thanks a lot for doing this, was having a really hard time wrapping my head around!
Awesome tutorial, I just started with pcg and really appreciate a thorough walk through. While watching your video when talking about the density something that occurred to me, not sure if you talk about this later on. But it appears to be a float value and by favoring one end or the other is reminiscent of a histogram. The way that you were able to narrow down the spawning felt like clamping with the levels
Superb, thanks for doing this. Found it really useful.
Thank you for sharing your results and findings so far!
Great series, thanks so much!
This Saved my life man!!!
Absolute legend thank you. Downloaded the Electric Dreams scene - the most recent PCG example Epic have released - and realised I need to learn the basics of PCG before going anywhere near that goliath hahhaa
Thank you so much! Great explanation of all steps :)
Dude, you nailed it.
Thank you, very good explanation!
Dude you are a good teacher :-) thank you so much!
This is great, thanks for making it! I've created a video about custom PCG volumes.
For people who use UE 5.4 and they don't have "Landscape" output in Input Node, so you can't see points on map's surface:
Add "Get Landscape Data" node -> connect to Surface Sampler (surface) -> Press 'D' on this node and you're done!
Thank you for sharing.
thanks, i am trying to make a game and this is very helpful!
Amazing!!!
Thank you so much
Thank you!
Thank you, I like your tutorial, I learn a lot with it. I almost succeeded, I'm missing the node (project landscape), but I'll come back when I find a way to replace that with something else.
It's deprecated, the creator posted a solution down below, which I'll paste here:
@FreetimeCoder
4 months ago
The node is still there, but it's been deprecated without replacement as far as I can tell. You can add an "ExecuteBlueprint" node to the graph and select "ProjectPointsOnLandscape" in the Blueprint Element Type.
Should work a charm, cheers
thank you 👍
finally i found you!
Can you do an updated one? Great tut
Just discovered your tutorial. In my UE5.2 Preview 2, there is no "ProjectPointsOnLandscape" node. Can you confirm that or do I have a slightly corrupt download that I need to run the "Verify" on my 5.2?
Thank you for these tutorials. Your teaching style is a welcome technique that I wish many tutorials had!!!
The node is still there, but it's been deprecated without replacement as far as I can tell. You can add an "ExecuteBlueprint" node to the graph and select "ProjectPointsOnLandscape" in the Blueprint Element Type.
Thank you this is really helpful. @@FreetimeCoder
Super helpful man, thank you for asking and thank you sir for answering, truly great video for figuring out out alone. 👍
Additionally, I have replaced it with attribute noise and so far no problems
very nice starting for me as a beginner ... on Youtyube there is are some videos that playing with PCG BluePring and making a shape for example a apartment with 2 mesh ... actually compile them to make a nicer shape ... anyway they are advance and i hope to reach that point with this tutorial ..... Thanks !
Will you personally be using this for foliage also or sticking to the painter?
I am trying to add cliffs to my slopes, but I need the cliffs to remain upright and not align to surface. The landscape height pin seems to be the only possibility for not aligning points to surface, but the density filter does not work with the landscape height input. Any suggestions?
woot woot thank you
07:00 I do not have the entry "ProjectPointsOnLandscape" to select. What could be the cause? Using UE5.2
I would be extremely grateful if you could explain or do a video on how to tie this into PCG on runtime. I'm struggling to understand how to generate a landscape and meshes on runtime based off a random seed.
I can't get the static mesh spawner to work, idk what I'm doing. Thanks for the video I think I'm gonna try some simpler stuff and maybe wait for the full 5.2 release
The shortcut to inspect a node is now 'a' for attributes instead of 'i' for inspect.
Is there any way to make this work on land/ground static mesh too? So far it only works on landscape mesh
Silly question, can a level be created in run-time by modifying the values such as number of rocks, area of foliage, replacing trees with shrubs etc.?
Gold
Would this work for buildings, like if I wanted to make a dungeon crawler game? (I'm very new)
Im wondering what the limit is for feeding in shape files. Like if I hade 2000 areas I needed to use the PCG to solve?
Can the PCG spline walk and can it achieve animation of moving, rotating, scaling along the spline path and then restoring to its original position under custom walking
What if I want to exclude some spots from PCG,... such as if there's a house/structure?
I can not find Project on landscape node, there is not even a category Landscape in nodes... Please help with this
@patrickikolo
il y a 0 seconde
In the FCG UE 5.3 the node project point on landscape doesn't exist anymore on ue 5.3 can you please clarify it on what could we swap it. Even the landscape section doesn't exist
9 months later, what are your thoughts on PCG. Also, did documentation improve?
top danke dir
If you're using UE 5.3.2 or later and are wondering why the i key doesn't work for inspecting, it's been changed to the a key.
Oh Yes, Thank you :D Can you use Foliage with PCG, so that you can also harvesting trees etc?
While it's not technically creating a foliage actor you can still apply the similar instance code you would for foliage instance, just on the PCG actor. You can also use PCG to spawn actors.
Hello, thanks for your toturial! If I want to spawn points on a mountin mountain with spline data, what should I do?
Exactly the question I had. Solved it like this: get a projection node, and plug the result from "get spline data" to "In", and the "Landscape height" to "Projection target". Then do the rest (i.e., spline sampler, transform etc.). Now your points will be projected on the landscape height (when you have the spline within the volume)
The ProjectPaintOnLandscape Node is not showing up for me
I can't find landscape in the official release of UE5.2
Inside your PCG Blueprint, your left list of options have 5 functions under the "Landscape" tab that do not appear to be included with the default PCG plugins. Did you create these on your own or downloaded them from another location? Could you share them? You've referenced one of them in this tutorial "ProjectPointsOnLandscape". But this doesn't appear to be included by default.
Did you find the answer to this?
@@evensriiser Nope, still looking. If I ever figure it out I'll remember to reply to you again.
/All/EngineData/Plugins/PCG/BP_elements/Deprecated
@@evensriiser You rock! Thank you for finding this. I'm curious why this s Deprecated and what the replacement solution is for it. I'm also trying to figure out how to duplicate his "SimpleLandscape" blueprint in "Part 9". This is what Im really after. Trying to paint weights on landscape and have trees, bushes relocate.
Thanks again!
@@eldridgefelder3427 Thanks, but the solution wasn't mine. :) I'm looking for exactly the same, the "SampleLandscape"! Let me know if you find it.. ;)
When i click generate it fills the entire landscape instead of just inside PCG bounds. Can you please help
So volume spawns every mesh as separate object or it's instances?
It creates an instanced static mesh on the volume actor. However there is also a spawn actor node.
Anyone having a blur effect on black forest trees (simple) ? People have reported this issue in may and I have it now too.
I add ProjectPointsOnLandscape but they are not returning, what could be the reason? PLS
Thank You very much
Cant find ProjectPointsOnLandscape node for the PCG graph. Anyone know where to get it?
i guess its disabled
Nanite, lumen, and now this. Unreal Engine 5 is the best game engine!!!
my debug/foliage are at the top of the box instead of on the landscape.. what do I do?
nvm I fixed it
I don't have nodds "project points on landscape" what to do?
found to get this node you need to call (DistanceToDensity) Find (Template) and in (Blueprint Element Type) choose (Project Points On Landscape) For UE5.2
@@dart3380 You the boss G
I'm in a later version and the DensityNoise seems to be missing - I'm wondering if anyone can confirm that the Attribute Noise object is a replacement for that?
ua-cam.com/video/GnpaBZiwExA/v-deo.html&ab_channel=AzielArts
Unreal's documentation has always been lacking. Ever since the UDK days.
When I create the pcg graph and then extend the Input menu, it shows nothing. How can I fix that ?
same problem... i'm on UE 5.4 so I guess something has changed.
Why is the ProjectPointsOnLandscape node not available for me? Did none of you seriously have this problem?
Hi... the projectpointsonlandscape is not showing up for me here... Can you please let me know how do i get it?
Im encountering the same issue. It appears there's quite a bit left out in this video that's important info. He has multiple Landscape options that do not appear available by default and Im not finding the plugins that would enable them.
/All/EngineData/Plugins/PCG/BP_elements/Deprecated
you can find it here
@@cathleenprathika2715 Thx, but how do I implement the node into the project?
Hi, in UE 5.4 expanding Input has nothing
Search PCG 5.4 TUTORIAL. They change this.
I skip the "ProjectPoint On Landscape" because a dont find the right way to it...
the projectpointsonlandscape is not showing up for me sad face
*No more projectpointsonlandscape for 5.3 :(*
You can use the Projection node and plug the landscape into Projection Target.
Understanding Unreal's PCG is relatively easy after the torture of Houdini's🤣
Germany :)