Маке REALISTIC Paths along spline - Unreal 5.2 PCG

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  • Опубліковано 30 тра 2024
  • Using the Unreal engine 5.2 PCG Framework unleash the power of dynamic and realistic path generation with the cutting-edge Path Generation Tool in Unreal Engine 5.2, inspired by the groundbreaking Electric Dreams demo showcased at GDC. This tool speeds up level design, allowing designers to effortlessly create intricate and lifelike pathways for characters and entities within their virtual worlds.
    #UnrealEngine #GameDevelopment #PathGeneration #ElectricDreamsDemo #UnrealEngine52 #LevelDesign #AIIntegration #GDCInspired #GameDevTools #unrealengine5
    00:00 Demo
    01:28 Epic GDC Demo
    03:40 Copy Custom Graph and BP
    04:40 Create Level for path segment
    06:35 Add Tags
    10:50 Create PCG Graph and Blueprint
    18:15 Filter different type of elements
    29:25 Add OrientPoint function to align path better
    35:00 Final path
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КОМЕНТАРІ • 35

  • @BlockedMind
    @BlockedMind 2 місяці тому +2

    Dude keep it going! your tutorials helped me a lot more than most of the others out there!

  • @peterallely5417
    @peterallely5417 2 місяці тому

    Awesome tutorial, thanks so much. Have subscribed in the hopes for more!

  • @user-rc6tn2cz5p
    @user-rc6tn2cz5p 4 місяці тому

    thank you very much, you made this tutorial for free... I was looking for a PCG tutorial but your tutorial was the best and most other UA-camr tutorials were incomplete🙏

  • @DaniMarti_
    @DaniMarti_ 4 місяці тому +1

    Very good tutorial! Thanks for sharing it!

  • @PhoenixDigitalGamer
    @PhoenixDigitalGamer 5 місяців тому +4

    Great tutorial bro, It's a kind request please make some more tutorials on PCG.

  • @albertorey5662
    @albertorey5662 5 місяців тому

    Very usefull tuto bro!

  • @trshbludofc
    @trshbludofc 5 місяців тому

    How would I go about splitting paths? Is there a method to do this clean or do I need to model splits on my own?
    I am currently working on a kind of confusing forest level setup and any advice concerning the handling of advanced paths would be great

  • @user-so3is7tg2x
    @user-so3is7tg2x Місяць тому

    Can anyone provide me with assistance? I’m having trouble with PCG spline graph for a path. I got it to load my level instance but no matter how long I have the spline it only shows one instance. I have tried both distance as well as subdivision in the spline sampler

  • @peterallely5417
    @peterallely5417 2 місяці тому

    Do you have thoughts on how a spline path like this could work with a traditional UE landscape? I’m imagining having to do a lot of landscape sculpting to stop the landscape from clipping through the spline path meshes, or is there a way for the spline to automatically carve out the landscape a certain amount underneath and a certain width?

    • @dk_3d
      @dk_3d  2 місяці тому

      You could make a Landscape Spline to edit the Landscape following the same spline it lets you set the desired width and properties. I'm not sure if you can directly use the PCG with the Landscape spline since it still is in Beta mode and some features are missing but if you have the same Landscape spline to shape the Landscape and this spline to place the path, all should be good..

    • @peterallely5417
      @peterallely5417 2 місяці тому

      @@dk_3d another thought I had was using the ‘landscape patches’, having those spawn along the spline, have you seen those being used to deform the landscape?

    • @peterallely5417
      @peterallely5417 2 місяці тому

      @@dk_3d look for BoroCG’s video called “yes, you can sculpt the landscape with PCG”

    • @dk_3d
      @dk_3d  2 місяці тому +1

      @@peterallely5417 Looks promising but the limitation of being circle and not being able to rotate the deformation limits a lot the usability. Hopefully it will improve until the final release.

  • @olarenders9202
    @olarenders9202 4 місяці тому +2

    nice tut! thanks a lot. However I´m using 5.3 and the "filter by tag" node is not working for me. I tried placing it everywhere on the graph but no luck, it´s like it´s not considering the actor tags in the sublevel

    • @DaniMarti_
      @DaniMarti_ 4 місяці тому

      If you add the node "Filter - Point" in front of the Point Filter, it should work like the video :-)

    • @olarenders9202
      @olarenders9202 4 місяці тому

      @@DaniMarti_ thanks! Those nodes are added automatically in 5.3 it seems, however it´s still not working for me. Watched the tut a few times already :(

    • @olarenders9202
      @olarenders9202 4 місяці тому +2

      just figured it out! On the transform points node after filtering the tag you want, you need to check the "apply to attribute" checkbox, and write down RelativeTransform as the attribute

    • @DaniMarti_
      @DaniMarti_ 4 місяці тому +1

      @@olarenders9202 ooh yeah, that's a hidden one :-)

    • @rajshikhar17
      @rajshikhar17 4 місяці тому +1

      How did you solve it... I'm facing the same problem... My big rocks won't rotate.. 😅😅

  • @tanyabricker7902
    @tanyabricker7902 Місяць тому

    I followed every instruction and even watching other videos to complement, but for some reason my level instance is not shown, the line appears but without any mesh. I installed all the plug-ins from Electric Dreams and I migrated the custom nodes, but even with that, I can't visualize the Blueprint correctly. Please Help!!

    • @dk_3d
      @dk_3d  Місяць тому

      Can you provide more details at what stage you see difference between the showed reslt in the video and your tests

    • @tanyabricker7902
      @tanyabricker7902 Місяць тому

      @@dk_3d Sure, minute 14:48! After finish the first set up of the blueprint with the custom nodes and back to the scene the blueprint appears with the level instance. My problem is that the instance of my level instance doesn't appear, it's just the blueprint with the spline without any mesh.

    • @dk_3d
      @dk_3d  Місяць тому

      @@tanyabricker7902 Did you build the "PCG settings" file after populating your level instance, try building it again and delete it from your PCG graph and drag it again.

  • @cameronleahy4039
    @cameronleahy4039 Місяць тому

    When I hit undo (Ctrl+z) after moving a spline I get a weird duplicate of the PCG in a offset place in the level. I assume this is a bug. Anyone else getting this?

    • @dk_3d
      @dk_3d  Місяць тому

      It's common in PCG, it's still experimental feature. Hopefully in 5.4 they fixed it.

  • @SAYRESS
    @SAYRESS 5 місяців тому

    is it more optimized than just put objects on the scene?

    • @dk_3d
      @dk_3d  5 місяців тому

      It's using instances for each mesh so it is optimized, but the biggest impact is on the workflow when you do the level design and if you need to make changes later.

  • @rongzhuo362
    @rongzhuo362 4 місяці тому

    Where to find the OrientPoint function node

    • @dk_3d
      @dk_3d  4 місяці тому

      Hello its custom blueprint function.
      It's created in my previous video about PCG fence.
      It's linked as Card in the video or go to my channel and open the previous video.

  • @peterallely5417
    @peterallely5417 2 місяці тому

    Hey for some reason your video seems to be set joy not allow people to save to their watch later or any other playlist, fyi

  • @SivanandRavi90
    @SivanandRavi90 Місяць тому

    1:13 eninem?