UE5 How To make PROCEDURAL ISLANDS | PCG Tutorial
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- Опубліковано 27 вер 2024
- A quick tutorial how to make Procedural islands by using PCG and Procedural Mesh Component.
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Anyone watching this in the future at 2:53 "Override Default Parameters" is now called "Set Ray parameters".
@@thenetimp thanks for an update.
Really Glad that people help update content(No one person could do it alone!), I personally have spent a bit of time, pulling out many hairs, wondering what on earth I was doing wrong :) Both of you please keep up the hard work!
Thank you for sharing this, exactly what I was looking for. You should make a part 2 with what you mentioned at the end about PCG to generate multiple islands without dropping them as placeholders on the ocean.
Thank so much for sharing it. I was looking for something similar, a water volume spawner for scattering random lakes on the landscape based on terrain elevation. I hadn't had a chance to delve deeper, but your video pointed to a possible direction. Keep it up!
You can look at my previous video, I have made Bp that could help with that, all you need to do is to at height check for your pc graph
Thanks for the info, I'll check it out and give it a try.@@MarisFreimanis
Until Unreal Engine starts taking runtime landscape generation seriously, we love to see exploits of cool tricks with upside down cones like this haha (Cropout is such a good demo project). I like the idea of making new islands at runtime as the player levels up.
I think 80% of UE is based on workarounds :D But yes, I hope we will get more runtime support in the future.
Wow, it's really just amazing. I didn't even know that this could be done. Thank you so much for making this awesome video tutorial.
PCG combined with geometry component is very powerful. Glad you found it helpful
This my guy is an awesome tutorial
Glad I could help!
very smart way of using assets with pcg
Thank you!
How were you able to drag the islands around without any lag? When I go to drag the islands unreal freezes until I release left click and then it updates to the new position.
They will lag if PCG generation is on, since PCG will generate them again every time you move them. You can turn off PCG generation on demand and leave it only to when pressed button "generate". That should help
@@MarisFreimanis thank you so much for the response! I'll have to try this when I get home!
tysm ur a god
amazing! subscribed
Thank you
is it possible to use heightmaps to break up the islands and add more interesting terrain formations like mountains or hills.
Hey! I'm still trying to figure out workflow myself to make islands look more interesting. Once I will have something, will make a tutorial.
@@MarisFreimanis looking forward to that.I saw someone made a tutorial using landscape patches component in a pcg to affect landscapes,but its still just a circular lump scattered along a spline to produce break ups,being able to use custom heightmaps would be really awesome to produce good terrain features.
there is now a landscape texture patch in 5.3 that allows to use custom heightmaps to affect landscape.Its used as a component so you don't have to be in landscape mode.I just don't know if its possible to randomize its textu9re map,or scale rotate it at runtime.Maybe you can figure it out.
Hello. I don't see the plugin folder even though I check it in settings
Ive been trying to figure this out for the past couple of days are you able to move from one island towards another island?
Yes of course. If you are having issues with that, then maybe you are using world partition.
Is there any way to make the islands less like cut cones and more like shaped properly ? like landscape plugin does? Any ideas ? i am looking a way to procedurally generate islands as i go, any course you could recommend ?
How can I make many islands like in Straan deep Game?
I haven't played stranded deep, but you can add bunch of PCG spawners and spawn islands. I would probably make PCG spawner, spawner that spawns them across map randomly.
How can I make PCG for multiplayer setup in runtime ?
Hey! Doing MP tests is on my to do list but technically it supports Mp just fine, since there are 2 generation functions one for MP (runs on server) and one for SP (runs on local). All you need to do is initialize that server-side generator and it should replicate.
I will do some tests for my new project and will post results once I do it.
😍@@MarisFreimanis 😍 Also subscribed ❤
@@OriginRow Thank you for support 🙂
"Promosm" 😉
wow, made a conplete new material because of this wierd circular cut 🙈😅