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LazyCatsDev
เข้าร่วมเมื่อ 13 เม.ย. 2024
PCG Layered Biomes. Explicit biomes tutorial.
In this video, I show how to use Explicit Biomes with the PCG Layered Biomes plugin for UE5.
You can get it from the UE Marketplace - www.unrealengine.com/marketplace/en-US/product/aa2d2e7e78e74b9da57f1297066597a0
You can get it from the UE Marketplace - www.unrealengine.com/marketplace/en-US/product/aa2d2e7e78e74b9da57f1297066597a0
มุมมอง: 406
วีดีโอ
PCG Layred Biomes. Modifying Foliage Properties
มุมมอง 2813 หลายเดือนก่อน
Step-by-step tutorial on modifying the properties of foliage. This is an answer to the question from marketplace about changing shadow cache invalidation behavior. PCG Layered Biomes: www.unrealengine.com/marketplace/en-US/product/aa2d2e7e78e74b9da57f1297066597a0
PCG Layered Biomes. Replacing meshes with actors
มุมมอง 2.5K4 หลายเดือนก่อน
In this video, I will demonstrate how to implement a long-awaited feature: replacing meshes with actors, which can be used, for example, for tree chopping. Plugin at marketplace - www.unrealengine.com/marketplace/en-US/product/pcg-layered-biomes. You can support me here - rebrand.ly/j3eo8k3. Sample Project: drive.google.com/file/d/1LkHIyoMkKz71RuHTwstKiIcFmHko_j50/view?usp=sharing *Chapters:* *...
PCG Layered Biomes. Intro
มุมมอง 3.5K6 หลายเดือนก่อน
This video introduces PCG Layered Biomes, a powerful tool that lets you create stunning and unique landscapes in your game! *Links:* * PCG Layered Biomes Plugin: www.unrealengine.com/marketplace/en-US/product/pcg-layered-biomes * PCG Layered Biomes Documentation: pcg-layered-biomes.snazzydocs.com For presentation purposes, assets that are not included in the package are used: * Magic Map Materi...
PCG Layered Biomes. Basic Tutorial
มุมมอง 11K6 หลายเดือนก่อน
*Creating Multilayered Biomes with PCG in Unreal Engine* In this video, we will learn how to create multilayered biomes using the PCG Layered Biomes plugin in Unreal Engine. We will go through the entire process step by step, from creating the PCG Volume to configuring the parameters of each layer. *All issues in video was related to UE 5.3 only.* *Links:* * PCG Layered Biomes Plugin: www.unrea...
Awesome tutorial thanks!
PCG Layered Biomes plugin is not avaible
Hi, very nice plugin, i figured out how to replace ism on begin overlap, how can i do if i want the ism replace the actor i spawned on end overlap, is there a simple method? Thanks ❤
Dude how did you texture the terrain? Btw thanks
Hi! I am using Magic Map Material & Maker plugin for landscape auto material. www.unrealengine.com/marketplace/en-US/product/magic-map-material-maker
This is a great tutorial. I'm a little stuck though. I wanted to add some grass clumps and flowers, but unlike everything else that spawns in a random noise pattern, the grass clumps spawn in a perfect grid. I played with all of the spawn settings. It's only happening with the grass and small plants.
Is it possible to swap the Landscaoe for a Procedural mesh Component? I do not see why not if I use World Ray Hit Query instead of get landscape for the input. Thoughts?
Hi! I believe you can try, but to make it work, you'll need to copy and modify some parts of the PCG graph in the plugin.
@@LazyCatsDev I was able to get it to work. Do you know if it is possible to make a filter based on physical materials?
@@NorwinLabs I have this exact same question. Did you manage to get this working? For now I'm reverting to normal PCG scripting as I can get it working there.
@@mathysvandermerwe6094 yes. If you use world ray hit query and use the physical materials you can filter based on what physical materials there are
Nothing is generated when I complete all the steps. I've used the UnReal PCG before and it works. What am I doing wrong. Do I have to disable the UnReal PCG plugins?
you should also allow spawning actors. do you know if you would support this? There are scenarios where this would be needed where collisions would not work.
Is it possible to scatter smaller grass assets, or is this tool built to scatter larger objects like trees and rocks only? I haven't been able to find any setting to change the size of the points themselves to allow for a higher density and smaller distance between points.
Yeah, I'm having the same issue.
Hi! Unfortunately, it's not possible to achieve an object density higher than 1 per square meter with the default layers. You can create your own layer and implement the desired density there. Here is the documentation on how to create your own layer - pcg-layered-biomes.snazzydocs.com/tutorials/creating-layers#creating-layer-parameters
@@LazyCatsDev Okay, no problem. Thank you for pointing me in the right direction!
Many thanks for your tutorial! It was very useful. Can you please also made a tutor where you can explain how to use this system on closed spline areas? Many thanks in advance
This is an amazing tutorial!
can i use the plugin for Multiplayer Game?
Hi! I've never tried it with replication, so I can't guarantee it. Static generation should work correctly, but I doubt that runtime mesh replacement will work.
Really a great plugin. Now if only it were Network Replicated.
Hi I'm the guy who asked the question in the marketplace. Thanks for the video. I'll wait for the next version, so to have that property correctly set. A suggestion: that property has become very important for Nanite foliage. You can expose that property in the PCG blueprint, so it can be modified in the details panel.
Thanks for not using the AI voice So this lets you define an area as part of a biome with a spline, and it overrides any other biomes defined by height or landscape type?
Yes, exactly. You can override defined biomes with it and specify an area with a custom one.
Fantastic looking plug-in. Will download it and give it a try.
Thank you very much, It worked.
Glad to hear that.
In the future, can you include PCG_Spawn_CullFar and PCG_Spawn_CullNear in the plugin so we don't need to migrate them to our projects?
@hellomistershifty Hi! I will simplify creating them but I doubt that I can guess good values for all of your projects.
@@LazyCatsDev Ah I just meant the files so people can follow this guide without needing the example (just the plugin), we can tweak the values
The AI voice is pretty bleh. Even if you have a strong accent, it's easier to listen to a voice that doesn't have weird AI inflections.
@moosenasturtium9583 Hi! You're not alone with this, so I decided to try it. You can check it out here - th-cam.com/video/JUz_Ol80jAs/w-d-xo.html :)
Why doesn't it work for me A_Biomes_ExplicitBiome.
Hi! For some reason, A_Biomes_ExplicitBiome doesn't show in the spawn menu, but you can find it in the plugin folder and place it in the world directly.
@@LazyCatsDevHI! "A_Biomes_ExplicitBiome" exists, yet it fails to serve its intended function. "A_Biomes_ExplicitBiome" Does not change "Biom"
@@LazyCatsDev Where can I read the step-by-step instructions for using "A_Biomes_ExplicitBiome"?
@melic-chazaryan2769 Here is th-cam.com/video/nJuVnNgUXjw/w-d-xo.html I hope it will help.
You are a great master, a "Jedi" master. Thank you.
Thanks for making this, I spent days watching tutorials. None of them are even close to this. Good work.
I come back from my Vacation and see your Vid here. Thank you for that.. :D
This isnt a tutorial more so just an explanation video on a few parts of your plugin, you should actually make a real tutorial showcasing install, and setup of the plugin. You would actually get more possitive reviews on the product this way instead of pissing off your potential customer base.
@RENoxbox Hi! I agree that this is not exactly a tutorial, but rather an explanation. I don't see the point in showing step-by-step instructions for something that is already available in a ready-made form. So here, it's just explanations. Also, this is the second video about the plugin, so there are no repeats of how to set everything up.
I couldn't find the biomass spawn manager in PCG
Hi! It's called BiomesSpawnManager. Make sure that you have enabled the plugin.
Definitely interesting! Hey, do you have some thoughts on a roadmap or similar for the plugin?
Hi! There is no roadmap. I have several ideas about the future of the plugin, but this was the last big feature. Other ideas are just some performance and UX improvements.
Maybe you have any ideas on what is missing or could be useful in such a tool?
can you spawn blueprints instead of meshes with this?
Hi! No, but there's a better option you can check out here - th-cam.com/video/bSDhaORGlew/w-d-xo.html
@@LazyCatsDev Thank You!
It's too fast to keep up with. Please slow it down
can you help me find Pcg biomes main Where did you get it from?
Hi! Make sure the plugin is enabled and that the 'Show Plugin Content' option is enabled
this is an underrated package, I LOVE IT THX for sharing this for FREE😍
Great tool, thanks.....
Great insight! just started using it
good tutorial but bro, you go very fast slow down
youtube has a slow down function :) he is doing fast to put more words into shorter time so we are happy to hear it.
watch at 0.5 speed
Nice plugin! Going to play with it in more detail later, but FYI you should make sure your struct defaults are initialized since right now on startup it prints this error: "LogClass: Error: StructProperty FBiomeSettings::DebugColor is not initialized properly even though its struct probably has a custom default constructor. Module:PCGLayeredBiomes File:Public/Biomes/BiomesSettings.h" Easy fix, but it gets rid of annoying error message 🙂
Hi! I've seen the message and tried to fix it, but I don't know what ue wants me to do. This field is 100% initialized in a constructor. It looks like ue constructs structures in some weird way. I will try to fix it anyway because it's annoying me too. Maybe you know how to fix this? :)
@@LazyCatsDev Oh I see, well I appreciate knowing you're not just ignoring errors like most haha. It is kind of weird, since at first glance it looks correct to me too. I haven't tried this, but I looked in the engine code and it looks like when they define FLinearColor in structs, they usually forward declare FLinearColor too. I looked into CoreMinimal and whether FLinearColor would actually go through there, and from what I can tell, as of 5.4 it is NOT, since it's wrapped in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4. So I'm guessing you could try either forward declaring it and initializing it to the constructor or (hopefully avoidable) including Math/Color.h manually.
@armanelgudzhyan192 I have found a solution! Will be fixed in next update!
@@LazyCatsDevOut of curiosity what was the problem?
For some reason ue don't like custom default constructor for structure, if it uses types which is not initialised by default (like FLinearColor). I don't know exactly why. I rid of constructor for that structure and moved logic to another place and this solved the issue.
Hey, quick question whats you landscape material used in this?
Hi! Landscape and material are from Magic Map Material & Maker (M4) - www.unrealengine.com/marketplace/en-US/product/magic-map-material-maker
谢谢
It would be great if there were also PCG tools for city creation available
Cannot be utilized, and the exclusion settings are not modifiable,out exclusion bounds value Parameter adjustments have no effect
Hi! I made several fixes, and they are pending review on the marketplace. If the issues still persist after that, please email me with more details. Screenshots or a video would be very helpful.
Wow this is nice. What's the performance on mobile like?
Hi! The plugin is responsible only for placing objects on the landscape. Performance will depend on what and how it is placed. Also, keep in mind that assets are not included in the plugin.
I cant find graphs in ue 5.4
Hi! Make sure the plugin is enabled and that the 'Show Plugin Content' option is enabled
Nice plugin and great tutorial. But how can I convert all the meshes into foliages at the end, so that you can also cut down the trees?
Hi! Thank you! Now you need to do a lot to achieve this. So later, I am going to create useful tools to replace mesh instances with actors.
@@LazyCatsDev Sounds good, thanks for Work.
@DrZou28 This feature is available now for UE5.4! You can check out here - th-cam.com/video/bSDhaORGlew/w-d-xo.html
You can work with procedural Alpha brushes to modify the landscape?, which can be combined in any way and edited at any time. Thank you
Hi! My plugin has nothing to do with landscape editing. You can do it however you like - through Alpha Brushes, generating externally, or any other way. The plugin simply allows you to place objects on the landscape.
@@LazyCatsDev So, take my question into consideration for future updates of your plugin... great work anyway, congratulations!
Is it too much to request Blueprint actors have the ability to be added to this amazing tool?
What do you mean? You want to spawn actors instead of meshes?
If that's the case, I highly recommend never doing it this way: * It's too resource-intensive for games, both in terms of memory and performance. * It's extremely inconvenient if you have the One File Per Actor mode enabled. Instead, it's worth replacing meshes with Actors at runtime only when necessary. I'll finish and release convenient functions for replacement.
Me to. PCG_Main_Graph?
Resolved...So Cool!
@roberttaylor4696 Now there's a better option you can check out here - th-cam.com/video/bSDhaORGlew/w-d-xo.html
Nice work
Should PCG_Main_Graph have been included in the plugin? or is this something needing to be created?
Hi! All graphs used in the tutorial included with the plugin. If you don't see them ensure to enable "Show Plugin Content"
Omg, shows how often I use plug-ins. Thank you. Amazing work btw.
the second I hear AI VO... its instant NEVER BUY... if they are too lazy to talk.. then they are too lazy to support.
That's not always true. Believe me, it's better than hearing my pronunciation in English.:)
And actually, it's more tedious than just turning on the microphone.))
@@LazyCatsDev Maybe not always true... but ultimately people will remember your product from your unique voice and showing courage in trying.... vs you ending up being a grey pixel in a sea of noise
@@LazyCatsDev don't worry about it. The AI voice was very good actually. I didn't even realize it was AI voice 🙂. which AI tool you used if I may ask?
Isn't it a free plugin? What do you mean "buy"? It's not exactly a cash grab scam if it's free.
hey can u make complete tutorial for beginners, how to make this type of environments from 0-100?
Hey there! Thanks for the comment! This video is actually a step-by-step guide that shows how to create these environments using my plugin. I wonder if there were some parts that weren't clear enough? If there's anything specific you felt confused about, let me know and I can explain it in more detail. Building environments from scratch, without the plugin, is definitely possible. It just involves a lot more technical steps, like working with C++ code and Procedural Content Generation (PCG). My plugin simplifies all that for you, saving you a ton of time. Speaking of the plugin, it's still being reviewed by the Marketplace. It shouldn't be too much longer, and I'll definitely announce the launch date as soon as I know! Feel free to ask any other questions you might have, and thanks again for reaching out!