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UE 5.4 | PCG Biome Core Plugin Tutorial
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- This is part 2 of my tutorial series. In Part 1 of my UE5 Multi Biome Landscape tutorial series we went over how to create Photorealistic Mountain Landscape in Gaea. Also how to import heightmaps in Unreal Engine and set up simple landscape material. In part 2 we are using PCG Biome Core plugin that comes with Unreal Engine 5.4 to populate our landscape. I will go over plugin basics and how to set up your own multi biome texture mask using Gaea.
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00:00 Intro
00:25 Project Setup
00:50 How Biome Core plugin works
05:42 Make Biome Texture in Gaea
14:20 Biome Core Blueprint and DA Setup
17:43 Fix not spawning Assets
21:50 Volume Adjustment
23:25 Mask Texture Setup
31:02 Add Water
31:58 Outro
Great workflow. Thanks for sharing!
作为初学者,非常感谢您的教程!👍
Glad I could help!
This is the new feature that released with 5.4 recently right? Also awesome video! Love it!
Yes that’s new plugin that comes with 5.4.
when you deleted the filters, it was water level filter that didnt allow you to spawn. to prevent trees in water.. also texture size is not tricky lol. if your map is 1024 you just times that by 100. so it would be 102400 or a map size of 8129 would be 812900.
Yes texture sizing thing i figure out, found that common Gaea to UE scaling is wrong and will address that in upcoming video. When it comes to min max Z it actually don't help with water at all if you have water in different heights. It's useful only when setting sea level if you don't want things to spawn in your ocean etc. There are better ways to exclude water than just trying to hard code Z limits/
Bro. Is there no way to use masks from Gaea together with the UE5 water system ? It would be so mcuh better
I know that there are some 3rd party paid plugins that support that, but as afar as I know only for Ocean and you still need to do manual work for rivers etc. UE water system is bad and people been waiting for proper update for a long time. Im currently experimenting with PCG generated water, once I will have something decent will post about it.
Great viedeo. But i got stucked at PCG generate, when traying to first time generate PCG_BiomeTexture. The Generate button just does nothing.... Anyone else having this issue?
Did you try to restart project? Sometimes PCG bugs out
@@MarisFreimanis I will have to redo it from beginning.
Why is the display not updated ,when I move 'BP_PCGBiomeVolume' box,And all the trees have disappeared
You just need to regenerate. You can also set it up to auto generate
@@MarisFreimanis Unable to regenerate,What is the reason
Make sure you did part in 17:52 where I show how to fix biomes not spawning. If height information is not overwritten it will not spawn anything under 0Z
Is there a maximum number of colors for the mask? 5? Could you beat that amount if you used black and white masks for each soil type?
I don't think there is since you can use any color you want. Probably if colors are too close could make some overlapping issues, but would need to test hat.
Is there any way to make this colour distribution texture into an adjustable procedural texture?
Big Brother can take a look at the new dispersion feature of the D5 renderer for a great experience and would like to implement it in UE5 as well!🎉
You mean by using dynamic texture? I have some ideas how to do it, will look more into it son.
Are you sure you're in 5.4? According to the marketplace, assets such as Norway Maple is only supported in 5.1-5.3....
You can import 5.3 assets in 5.4 project. Unless it's a plugin that has dependencies that brake in different versions, most of assets you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
@@MarisFreimanis Noice! I'll give that a try. Cheers!
@@MarisFreimanis Awesome! Just added LITERALLY about 100 GB of assets... now, hopefully I can play with them LOL
Glad it worked out
Well, the BiomeCore plugin doesn't really support large worlds tbh, and placing multiple instances of BiomeCore just doesn't work. Anybody came up an idea to workaround this ?
I've got it working in a 2k map :)
@@JustFranzeh what about 32?
@@astralstormgamestudios1259 32k map??,
2K is actually a small landscape, nearly everything works fluently with it. I recommend trying a 4K or 8K map scaled to 200 and 400.
@@lordrex34 yeaah I know. I'm only out here testing. I've only been using UE5 for 5 days. I'm not here to make games or that. More experiment with landscape renders etc but yeah I am going to work my way up the scale etc. I've formulated the exact scaling so what you make in Gaea is the same in Unreal. So far it works correctly 👌.
Bro how can you use resources made for unreal engine 5.3 in unreal engine 5.4
Unfortunately you can't
Hey! I'm sorry I realize i probably misunderstood your question. I thought you asked about Biome Core plugin, you can use that only with 5.4+, but You can import 5.3 assets (like megascans trees) in 5.4 project, you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
Thanks for the reply cause I got confused in the engin resource 😅
I don't like that texture mask system at all..
I have new video coming up that will ease this process abit, at least until I have reworked plugin to support landscape painting.