FYI, if anyone is having trouble with the "get spline data" node not picking up any world actors with the tag you assigned to the spline... make sure you tagged the blueprint at the top level, not the spline component within the blueprint. Mentioning it on behalf of a friend who totally doesn't know what he is doing with unreal yet 😏🤥
Apologies if this is a stupid question but is there a way to get the points to stick to landscape surface? Don't worry I found it: "Projection" node using landscape as input.
How to create spline points? One way: Look out for a point on the cursor, click it then holding down the "Alt" key while dragging a point or RMB on last point and "dublicate". But there must be a better way...someone?
Im pretty sure you can sample the landscape layers and use those to drive the mask but I admit I haven't found a node that could do this. Lets drop our info here if one of us finds it cause its a great suggestion! *EDIT* lucky for us the OP talks about it in Chapter 9 of this very series so keep on going :)
Is there a way to transform a PCG instance, like a rock with moss into one mesh in order to use it in the static mesh spawner? I know we can spawn assemblies as levels but those take a long time to make since we have to place each mesh individually to combine. With a PCG instance, we can just spawn meshes on other meshes using the mesh sampler node. The PCG stamp method can’t be spawned in a PCG graph either. Are you familiar with what I’m talking about?
It appears that you can't use Copy Points when using multiple splines ( or Points in general from the same tagged Actor ) and sampling them. Anyone know a workaround to this?
does the spline PCG sample give / explanied take the static mesh spawner node ? cause whenever I am adding the static mesh spawner after difference I can't seem to get it to show while debuging
Did you already create the blueprint with the tag (and then add blueprint and pcg splinegraph into the scene) when hitting save on the PCG Graph my warning message disappeared.
Yeah you can just change the offset min and max values on the transform points node the same way as was done in part 1. That'll scatter them randomly whilst still respecting the difference node
Hello, great tutorial! I'm strongly to make spline align terrain height, in your tutorial terrain is flat, but what if i want to use spline forest on different height levels?
is the "Spline Visualisation Width" pure for visualisation purpose or does it actually widen the spline ? if not, how do we increase the width of the spline ?
the spline sampler doesn't generate any points, any clue why this might be? Redone the tut step by step a few times but no luck, also tried messing with some settings. In tut 3 "Cull Points Outside Volume" fixed a similar issue, not sure what the problem is here
I was having the same issue, 2 possible fixes were making sure the "BP_OurSpline" was inside the "PCG_Spline" volume. Also double check you are hitting compile in the "BP_OurSpline", not just save.
I was having the same issue, 2 fixes were making sure the "BP_OurSpline" was inside the "PCG_Spline" volume. Also double check you are hitting compile in the "BP_OurSpline", not just save.
Thanks for this! When trying to achieve a consistent falloff width also suggest setting Source and Target Shape to Center. ua-cam.com/video/zp1pvaZraGM/v-deo.html
Great Tutorial - I'm running into a bit of an issue, however, that I can't figure out (I'm using 5.4.3) - When using the Difference node as indicated around 12:30, it seems to be subtracting the zero-density (IE: area around the edge) of the closed-loop area spline. I used a remap from 0-1 to 0.1-1 before plugging into the difference source input, seemed to help - but still removing bits around the edge of the closed spline. Checking the 'Keep Zero Density' in the Difference doesn't help as it will retain both the zero density around the closed loop and what's been removed from the path (now at zero density). Ultimately, I'm ending up with a bit of a different result from what you are showing - and seems to be related to density handling. Any thoughts? EDIT: Ahh - I think I figured out my mistake, with the Distance node I needed to have the shape set to 'Center'. Seems to have solved it.
Greeting, I would like to ask a question. how could I add another smaller gradient along the path at the same time, for example I would like to have smaller plants grow along the both sides of the path. I tried using a new Distance node, take the old Distance node as a source, the path spline sampler as the Target. at the end it overlaps the forest edge gradient. 🙏🙏🙏
thanx for tutorial! I have a question, even tho i followed each step, suddenly my spline sapmler (on interior) start to say I closed as u did in tut and there are 4 points
Any idea how to filter out points on a spline by how curvy it is? I'm making a road and I want to put arrow signs along the road, but only at the turns, not the straightaways. I need to filter out all the points where the road is straight.
Not sure if you're still looking into this, but just on a hunch i'd say you may be able to do this within the blueprint of your spline using a few for loops? Throw them into an array, sample the first, then the second spline point and (im not sure how) with some math, figure out the angle difference of the two spline points and use this to either delete the points, or potentially recreate those points as individual splines - from there use the "adjusted" spline with a different tag to spawn your signs.
Strangely, I had the same problem on unreal engine 5.1. when I switched to 5.3, everything worked. it seems that the plugin on 5.1 does not work correctly or something like that
Well, I actually just figured it out by trial and error. I just used "intersection" node to combine trees spawner part with spline part from this video.
@@FreetimeCoder Yeah, I saw in breakdown video. I have watched all your PCG tut series and it helped me a lot. Still there are things left to figure it out comparing to GDC show.
FYI, if anyone is having trouble with the "get spline data" node not picking up any world actors with the tag you assigned to the spline... make sure you tagged the blueprint at the top level, not the spline component within the blueprint. Mentioning it on behalf of a friend who totally doesn't know what he is doing with unreal yet 😏🤥
Thanks a lot!
Thank you so much
How to make those points on landscape?
Apologies if this is a stupid question but is there a way to get the points to stick to landscape surface? Don't worry I found it: "Projection" node using landscape as input.
Could you please explain more about this? I have a same problem....
@@rubiru7 This is where I found the fix: ua-cam.com/video/TWjqci4nbO4/v-deo.html - (7min approx)
thank you man you saved my day from searching into google
With not so much info on this new tool this is really helpful, thanks for sharing. Subscribed
How to create spline points?
One way: Look out for a point on the cursor, click it then holding down the "Alt" key while dragging a point or RMB on last point and "dublicate". But there must be a better way...someone?
Better than holding down alt key and dragging?
Are there any tutorials / information on placing based on specific landscape textures? amazing tutorial btw
Im pretty sure you can sample the landscape layers and use those to drive the mask but I admit I haven't found a node that could do this. Lets drop our info here if one of us finds it cause its a great suggestion!
*EDIT* lucky for us the OP talks about it in Chapter 9 of this very series so keep on going :)
I have a unrelated question, how you do select and move whole spline when it was a point selected before that? thank you.
Is there a way to transform a PCG instance, like a rock with moss into one mesh in order to use it in the static mesh spawner? I know we can spawn assemblies as levels but those take a long time to make since we have to place each mesh individually to combine. With a PCG instance, we can just spawn meshes on other meshes using the mesh sampler node. The PCG stamp method can’t be spawned in a PCG graph either. Are you familiar with what I’m talking about?
It appears that you can't use Copy Points when using multiple splines ( or Points in general from the same tagged Actor ) and sampling them. Anyone know a workaround to this?
Nice work man ty
really good, you deserve more subs keep doing this, thanks
Why cant my spline get pass from the PCG_Spline Box ?
does the spline PCG sample give / explanied take the static mesh spawner node ? cause whenever I am adding the static mesh spawner after difference I can't seem to get it to show while debuging
I am facing an Warning when I added new Get Spline Data and selected actor filter to All world Actors. Please help me
Did you already create the blueprint with the tag (and then add blueprint and pcg splinegraph into the scene) when hitting save on the PCG Graph my warning message disappeared.
2:50 I don't have that 'Generate' button. Looks like I needed to add a PCG component, but when I did that 'generate' button does nothing.
excellent tutorial my friend.
grate start on PCG thank u alot
Can I do this somehow using the same blueprint? Can it somehow subtract one another without taking into account itself?
Is there any way to make those cube spawn more randomized? They look really evenly distributed
Yeah you can just change the offset min and max values on the transform points node the same way as was done in part 1. That'll scatter them randomly whilst still respecting the difference node
Is there a way to actually drive the scale of points with the density attribute?
Hello, great tutorial! I'm strongly to make spline align terrain height, in your tutorial terrain is flat, but what if i want to use spline forest on different height levels?
Hi, connect landscape height from input into projection node(projection target), and link diffrence to "In" Input in it.
is the "Spline Visualisation Width" pure for visualisation purpose or does it actually widen the spline ? if not, how do we increase the width of the spline ?
So is there a way to use pcg in runtime, so update paramters and have things "animate"? So maybe trees scale down if a sphere is close?
thanks
Expect the stable version to be packaged like roadrunner.
the spline sampler doesn't generate any points, any clue why this might be? Redone the tut step by step a few times but no luck, also tried messing with some settings.
In tut 3 "Cull Points Outside Volume" fixed a similar issue, not sure what the problem is here
I was having the same issue, 2 possible fixes were making sure the "BP_OurSpline" was inside the "PCG_Spline" volume. Also double check you are hitting compile in the "BP_OurSpline", not just save.
pcg volume ? wtf @@PurgexofLore
very usefull :D thanks a lot!!!
Amazing❤️
the spline sampler doesn't generate any points, any clue why this might be? Redone the tut step by step a few times but no luck, help me pls :)
When it comes to the path spline, make sure your spline sampler is setup to "on spline" not "on interior". That should fix it
@@soloexperience4237 I'm sure I have spline turned on but it still doesn't work
I was having the same issue, 2 fixes were making sure the "BP_OurSpline" was inside the "PCG_Spline" volume. Also double check you are hitting compile in the "BP_OurSpline", not just save.
This happened to me. 1:36-1:40. You have to add the spline to bp. Not sure if you missed that, but i sure did at first.
gracias
Thanks for this! When trying to achieve a consistent falloff width also suggest setting Source and Target Shape to Center.
ua-cam.com/video/zp1pvaZraGM/v-deo.html
Thank u for sharing this
Omg, this is great tutorial. Best PCG tutorials on UA-cam. Thanks 🙏
Trying to add a spline road crashes my editor 100 times out of 100 :P alittle bit frustrating
Great Tutorial - I'm running into a bit of an issue, however, that I can't figure out (I'm using 5.4.3) - When using the Difference node as indicated around 12:30, it seems to be subtracting the zero-density (IE: area around the edge) of the closed-loop area spline. I used a remap from 0-1 to 0.1-1 before plugging into the difference source input, seemed to help - but still removing bits around the edge of the closed spline. Checking the 'Keep Zero Density' in the Difference doesn't help as it will retain both the zero density around the closed loop and what's been removed from the path (now at zero density). Ultimately, I'm ending up with a bit of a different result from what you are showing - and seems to be related to density handling. Any thoughts? EDIT: Ahh - I think I figured out my mistake, with the Distance node I needed to have the shape set to 'Center'. Seems to have solved it.
Great tutorial. Thanks for sharing such valuable knowledge
Thank you so much for letting us know about "Union". I was about to pull my hair out trying to figure out why I could only use a single spline.
Great stuff, but is there a way to just press a button and get an end result, this nerd crap is going to be obsolete in 2 years due to AI?
yeah well it does not project onto the landscape so fucking useless
Glover Light
this tutorial serieis is a life saver, keep up the great work!
Greeting, I would like to ask a question. how could I add another smaller gradient along the path at the same time, for example I would like to have smaller plants grow along the both sides of the path. I tried using a new Distance node, take the old Distance node as a source, the path spline sampler as the Target. at the end it overlaps the forest edge gradient. 🙏🙏🙏
Your tutorial is the best! Subscribed!
Thank you! I'm working on some more :)
+1
thanx for tutorial! I have a question, even tho i followed each step, suddenly my spline sapmler (on interior) start to say I closed as u did in tut and there are 4 points
Solved. UPD it says 4 points but need 5 minimum
Any idea how to filter out points on a spline by how curvy it is? I'm making a road and I want to put arrow signs along the road, but only at the turns, not the straightaways. I need to filter out all the points where the road is straight.
Not sure if you're still looking into this, but just on a hunch i'd say you may be able to do this within the blueprint of your spline using a few for loops? Throw them into an array, sample the first, then the second spline point and (im not sure how) with some math, figure out the angle difference of the two spline points and use this to either delete the points, or potentially recreate those points as individual splines - from there use the "adjusted" spline with a different tag to spawn your signs.
the Path doesnt update or extend and it looks exactly like how yours is set up... Plus it doesnt remove any trees either.
I am having this exact problem. I have redone the entire thing, step by step, 5 times now and the points are never removed when intersecting.
i can't get "Get spline data" node? pls help fast!
me too
Strangely, I had the same problem on unreal engine 5.1. when I switched to 5.3, everything worked. it seems that the plugin on 5.1 does not work correctly or something like that
Excellent
subscribed! :)
wow nice, Thank you
subscribed! Thanks
I don't understand, how to combine it with actual static mesh spawner?
Well, I actually just figured it out by trial and error. I just used "intersection" node to combine trees spawner part with spline part from this video.
Great video.
On your demo the river deform landscape, how did you achieve that? Thnx in advance.
It's part of the Unreal Water system :)
docs.unrealengine.com/5.1/en-US/water-system-in-unreal-engine/
@@FreetimeCoder Yeah, I saw in breakdown video. I have watched all your PCG tut series and it helped me a lot. Still there are things left to figure it out comparing to GDC show.
Excellent work!