Thanks for the tut again. Trying to make running crowd using PCG, I've added "Set Seed from Position" function inside your Point Loop. This gave me the ability to control each point's location inside sine wrap, while otherwise points move all together. That could help someone. Also, I use "spawn actor" instead of "static mesh" to use animated characters. Cool! Can't wait for Project Avalanche.
thanks so much for breaking it down, I needed an alternative to the avalanche 5.4 cloner, which has no settings for mesh spawning up vector and is not capable of spawning one clone per vertex, hopefully they will introduce it in 5.5, but this fit the bill for now!
Wow, this enter in a such complex integration with each ue part that turns me off. But, great work, nice video, hope it gets simpler in future versions.
This technique is ridiculous, I love it! Thinking on it a day later, you might be able to build all of this without using a PCG blueprint. You can get Sine functions from the Trig Op nodes and the rest can probably be handled with a couple Maths Ops nodes.
Very informative and great to follow a long your clear explanation a real pleasure to see. Was wandering if you know about PBD position base dynamic and if can make a video for us please? Thanksss
Thanks for sharing! Anyone get this working in 5.3.2? When I simply hook up a Surface Sample I get an additional Filter-Surface node. And no attributes are visible. Update: Confirmed. Works fine for me in 5.2.1 If anyone has the fixes for 5.3.2 please share! There have been lots of PCG updates apparently. Part 2 please!
Will have to revisit this one! I have my hands full with my day job which is mostly Pathtracer stuff, but I’ve been meaning to get back in to PCG coding again.
hi thanks for nice tutorial, i have question, can we do transform animation of an object which kept inside blueprint using repeater event, so that we can animate blueprint mesh objects in Sequencer, help me on this
Hmm yup you can, it’d just be more complex than this comment can hold sorry! Also whatever technique we currently use would probably be superseded by Project Avalanche early next year.
Kinda! The video called “what’s so great about Procedural Generation” has all the steps for part 2, so I wasn’t sure if I should repeat everything, but I should probably rejig it and re-release it some time!
hey thanks for getting back so fast, i've come back to this vid to incldue in my unreal level, i'm tearing my hair out why i cant control the scale or any of the controls that should influence it, any tips ? @@fastchaostv
@@SOPHIE.BRAMLEY a few of the other comments have some great tips about how to go about setting the seed using the point loop, but if you're following the video and not getting the results just let me know which point you got to and I'll take a look at trying to replicate the problem.
Hi, i have a blueprint that animates up and down and is changebale, then spawned in a pcg, and i want to get that into sequencer to save a bunch of animation but still have control, any tips ?
Hi Sophie, yeah it’s definitely hard to work it through without seeing your exact set up, have you posted your set up on the epic dev forums where I could see it? Also asking on the unreal source discord is a great place as the PCG devs often hang out there.
Thanks a lot for the great Video! I have an issue with rendering the sequence. When I play it in the viewport, everything triggers just fine. But as soon as I try to render it, it is not updating at all and stays the same for all frames. Has anyone else come across this issue or has an idea how to solve it? I'm on UE5.3.1
For anyone with the same error: I was not recreating the tutorial but used the method to let plants grow dynamically. I was using the Mesh sampler inside the PCG graph. While creating the BP, the Box collision is CRUCIAL!!! Without it, it just doesn't work.
Hello, Have reconfigured the "how do we animate..." section 3 times. When the animation control is animated and I move the sequence cursor and hit "generate", the BP_PCGGraph doesn't update. Have exposed the animation control variable to cinematics. I am using 5.2.1. Everything follows up to this point. Any possible fix or posible gotcha that I am missing would be appreciated
Yeah interesting… I have occasionally come across times when it doesn’t want to link up anymore, however there’s a few things we can try - - does it work when you render out the video? - Do you have the repeat trigger track?
@@fastchaostvDidn't do the repeat trigger track yet, even though I did earlier and I didn"t see the same result you got in your video. That is when I sent you the first message.
@@fastchaostv here is something that I have noticed.... In the sequencer, if I move the timeline to i.e. 45 and if I look at the AnimationControl variable in the BP_PCGPulses, the default value stays constant and doesn't ever update. This is still before I configure the repeat trigger track, however. Is this normal for this stage or do I need to go ahead and configure the repeat trigger track, for the update to work? Also, a quick jpg render show no changes as the cinema camera moves.
@@fastchaostv Nevermind!! After adding the repeat trigger track configs, it is working!! Now, will wait for Part 2 of this totally unigue PCG tutorial. Thank you for bearing with my impatience!!
@@olodum111 Haha all good!! I'm really glad it still worked for you, things can change so fast. If you're raring to go, Part 2 is basically already contained in my video about what's so good about PCG - you can find it in my videos. I'm working on a longer form, multi part tutorial at the moment to flesh it out, but all the steps are outlined in that video.
Yeah it's a good question, and they're such dense systems that I'm still figuring out the strengths and weaknesses. Earlier this year I was on a feature film where we had to use PCG because Niagara couldn't read the attributes we were trying to send over from Houdini, plus we were able to compress the data (even with the ability to change meshes) in ways we could manage rather than relying on the hjson format. There were a few other reasons that we ended up going with PCG but those were the main thing.
Supposedly yes but I haven’t quite found the same performance as a point wrangle - but that may just be me doing something wrong. The PCG-framework channel in the Unreal Source discord has been amazing for being able to answer questions about it though, they might be able to help
Yep! PCG part two is pretty much contained in the “what’s so great about Procedural content” video up on my channel :-) I’ll hopefully do a longer deep dive at some point as well
Thanks for the tut again. Trying to make running crowd using PCG, I've added "Set Seed from Position" function inside your Point Loop. This gave me the ability to control each point's location inside sine wrap, while otherwise points move all together. That could help someone. Also, I use "spawn actor" instead of "static mesh" to use animated characters. Cool! Can't wait for Project Avalanche.
Great tips! Avalanche will be available in 5.4 preview 1 which might already be out now…
oh my goodness this was exactly what i've been trying to for 3 days. I'm pretty new to bluepritns and pcg's. need some help :(
Amazing! Need Part 2👍👍👍
Such a smart way of using PCG.
thanks so much for breaking it down, I needed an alternative to the avalanche 5.4 cloner, which has no settings for mesh spawning up vector and is not capable of spawning one clone per vertex, hopefully they will introduce it in 5.5, but this fit the bill for now!
Very informative, absolutely mind blown. 🤯
THx for Part1, no part 2 ?
Wow, this enter in a such complex integration with each ue part that turns me off. But, great work, nice video, hope it gets simpler in future versions.
This technique is ridiculous, I love it! Thinking on it a day later, you might be able to build all of this without using a PCG blueprint. You can get Sine functions from the Trig Op nodes and the rest can probably be handled with a couple Maths Ops nodes.
Haha yessssss I’d forgotten about the trig op nodes, that sounds great! Maybe a part 2.5 is on the agenda now!
Wonderful guide.
Interested to see the process in part 2.
Very informative and great to follow a long your clear explanation a real pleasure to see. Was wandering if you know about PBD position base dynamic and if can make a video for us please? Thanksss
Will definitely check it out :-)
Amazing
pretty cool subbed
Awesome🤘
Thanks for sharing! Anyone get this working in 5.3.2? When I simply hook up a Surface Sample I get an additional Filter-Surface node. And no attributes are visible.
Update: Confirmed. Works fine for me in 5.2.1 If anyone has the fixes for 5.3.2 please share! There have been lots of PCG updates apparently. Part 2 please!
Will have to revisit this one! I have my hands full with my day job which is mostly Pathtracer stuff, but I’ve been meaning to get back in to PCG coding again.
Great, can you help me to generate pcg crowd animation
hi thanks for nice tutorial, i have question, can we do transform animation of an object which kept inside blueprint using repeater event, so that we can animate blueprint mesh objects in Sequencer, help me on this
Hmm yup you can, it’d just be more complex than this comment can hold sorry! Also whatever technique we currently use would probably be superseded by Project Avalanche early next year.
hey @fastchoas did we get a part 2?
Kinda! The video called “what’s so great about Procedural Generation” has all the steps for part 2, so I wasn’t sure if I should repeat everything, but I should probably rejig it and re-release it some time!
hey thanks for getting back so fast, i've come back to this vid to incldue in my unreal level, i'm tearing my hair out why i cant control the scale or any of the controls that should influence it, any tips ?
@@fastchaostv
do you know how to affect individual points to go up and down ?
@@SOPHIE.BRAMLEY a few of the other comments have some great tips about how to go about setting the seed using the point loop, but if you're following the video and not getting the results just let me know which point you got to and I'll take a look at trying to replicate the problem.
@@fastchaostv whats the best way to contact you, perhaps i can show you a video
Hi, i have a blueprint that animates up and down and is changebale, then spawned in a pcg, and i want to get that into sequencer to save a bunch of animation but still have control, any tips ?
Hi Sophie, yeah it’s definitely hard to work it through without seeing your exact set up, have you posted your set up on the epic dev forums where I could see it? Also asking on the unreal source discord is a great place as the PCG devs often hang out there.
Thanks a lot for the great Video! I have an issue with rendering the sequence. When I play it in the viewport, everything triggers just fine. But as soon as I try to render it, it is not updating at all and stays the same for all frames. Has anyone else come across this issue or has an idea how to solve it? I'm on UE5.3.1
For anyone with the same error: I was not recreating the tutorial but used the method to let plants grow dynamically. I was using the Mesh sampler inside the PCG graph. While creating the BP, the Box collision is CRUCIAL!!! Without it, it just doesn't work.
Sounds amazing! Would love to see the results
Hello, Have reconfigured the "how do we animate..." section 3 times. When the animation control is animated and I move the sequence cursor and hit "generate", the BP_PCGGraph doesn't update. Have exposed the animation control variable to cinematics. I am using 5.2.1. Everything follows up to this point. Any possible fix or posible gotcha that I am missing would be appreciated
Yeah interesting… I have occasionally come across times when it doesn’t want to link up anymore, however there’s a few things we can try -
- does it work when you render out the video?
- Do you have the repeat trigger track?
@@fastchaostvDidn't do the repeat trigger track yet, even though I did earlier and I didn"t see the same result you got in your video. That is when I sent you the first message.
@@fastchaostv here is something that I have noticed.... In the sequencer, if I move the timeline to i.e. 45 and if I look at the AnimationControl variable in the BP_PCGPulses, the default value stays constant and doesn't ever update. This is still before I configure the repeat trigger track, however. Is this normal for this stage or do I need to go ahead and configure the repeat trigger track, for the update to work? Also, a quick jpg render show no changes as the cinema camera moves.
@@fastchaostv Nevermind!! After adding the repeat trigger track configs, it is working!! Now, will wait for Part 2 of this totally unigue PCG tutorial. Thank you for bearing with my impatience!!
@@olodum111 Haha all good!! I'm really glad it still worked for you, things can change so fast. If you're raring to go, Part 2 is basically already contained in my video about what's so good about PCG - you can find it in my videos. I'm working on a longer form, multi part tutorial at the moment to flesh it out, but all the steps are outlined in that video.
why use PCG if you can do it in Niagara
Yeah it's a good question, and they're such dense systems that I'm still figuring out the strengths and weaknesses. Earlier this year I was on a feature film where we had to use PCG because Niagara couldn't read the attributes we were trying to send over from Houdini, plus we were able to compress the data (even with the ability to change meshes) in ways we could manage rather than relying on the hjson format. There were a few other reasons that we ended up going with PCG but those were the main thing.
Is the point loop multithreaded like in a Houdini point wrangle?
Supposedly yes but I haven’t quite found the same performance as a point wrangle - but that may just be me doing something wrong. The PCG-framework channel in the Unreal Source discord has been amazing for being able to answer questions about it though, they might be able to help
Just found this channel and I love it. Can wait to see part 2. I truly believe that Unreal will be a new way/option for 3d animators for sure.
Madness, truly epic.
Wow, that was soo cool. Is there any hope for soon part2? The narration is magnificent, trhanks so much to the author!
Yep! PCG part two is pretty much contained in the “what’s so great about Procedural content” video up on my channel :-) I’ll hopefully do a longer deep dive at some point as well