Procedural Building Using PCG and New 5.3 Blueprint Nodes - Part 1 | Unreal Engine 5.3

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  • เผยแพร่เมื่อ 11 พ.ย. 2023
  • This is a UE5 tutorial showing how to start creating your modular building using PCG and blueprints.
    Part 2: • Custom Door Count, Flo...
    Full Playlist: • PCG Building Series
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    Patreon: / procedural_minds
    Discord: / discord
    Twitch: / krozjin
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ความคิดเห็น • 190

  • @0xJarry
    @0xJarry 6 หลายเดือนก่อน +5

    Very excited about this tutorial series, thanks for giving back to the community!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +4

      Absolutely! It's better when we all learn together. :)

  • @danjmaurer
    @danjmaurer 5 หลายเดือนก่อน +2

    This series is exactly what I have been needing! Thanks!

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน

      Glad you found what you were looking for :)

  • @TheMetaEducator
    @TheMetaEducator 29 วันที่ผ่านมา +1

    I'm blown away by this. Thanks for this video series. I'm pretty new to all this but seems like you can easily build heaps of unique looking buildings quite easily by just producing a bunch of wall assets and generating them in. Super interesting.

    • @Procedural_Minds
      @Procedural_Minds  29 วันที่ผ่านมา

      You're very welcome. PCG is indeed very powerful. :)

  • @Test-xt3ys
    @Test-xt3ys 6 หลายเดือนก่อน +1

    love this!! looking forward to see the whole serie!

  • @user-mj4mt8nw6z
    @user-mj4mt8nw6z 3 หลายเดือนก่อน +5

    Thank you very much! This is a great tutorial! Learned a lot of knowledge!
    By the way, I found the cause of the wall rotation and displacement problem at 19:00. The Copy Points node takes into account factors such as scaling and rotation of Source Points and Target Points. So we need to do the following two things:
    1. For Source Point, we only want a sampling point that starts from the first floor and goes up floor by floor. The key point is z coordinate, while x and y coordinate are irrelevant. So instead of using Actor(self) as the starting point of the spline, we start from the map origin, i.e. (0,0,0). When this is done, there will be no strange displacement of the wall. On the other hand, since the floor is scaled, the z-coordinate of the floor will be incorrectly scaled if we only do this as above, so we need to scale it after copy is completed.
    2. Copy Points can be set to the rotation setting of Source or Target (or relative, which is the default). In this example, we use the rotation setting of Target, so that each floor is consistent with the first floor.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      You're welcome and good to know! Unfortunately it's not designed very intuitively if it's exactly as you say. Or I'm just dumb. Probably the latter. lol

    • @ke_sahn
      @ke_sahn หลายเดือนก่อน +1

      So which node do we replace the node get actor data with?

    • @yaschan99
      @yaschan99 23 วันที่ผ่านมา

      Having the same issue, walls are getting rotated weirdly.

    • @yaschan99
      @yaschan99 23 วันที่ผ่านมา

      @@ke_sahn I would love to know this as well

    • @yolego20
      @yolego20 9 วันที่ผ่านมา

      @@yaschan99 All you need to do is replace the Get Actor Data node with a Create Points node and in the Copy Points node change the Rotation Inheritance to Target

  • @dkim1300
    @dkim1300 4 หลายเดือนก่อน

    this tutorial is awesome. Keep up the good work and keep making videos like this. very thank you. it is really helpful

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      Thank you! I'm glad you found it helpful! :)

  • @user-eu8rd5gk3r
    @user-eu8rd5gk3r 4 หลายเดือนก่อน

    Amazing! Great tutorial!

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      Thank you, and thanks for watching! :)

  • @Nizhon
    @Nizhon 3 หลายเดือนก่อน +3

    Hi, I was having some issues later on as the pivot points of the assets I'm using are much different as these ones. At 12:55 created issues for me in part 2. My solution instead of offsetting the pivot point was to duplicate my asset, change the pivot point by using the "Modeling Mode" (top left where we see selection mode, go into "XForm" and then use "Edit Pivot" I used the pivot point "Bottom" as it centers the pivot point to the bottom center of the asset so I don't need to transform my points with any pivot offset! You might want to pin a comment in part 2 about this also if someone missed this during part 1 and created their own offset which I did. Great introduction into PCG so far! Keep up the good work!

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Good to know about this, thanks for the feedback!

    • @metinbatuhanozucan5358
      @metinbatuhanozucan5358 6 วันที่ผ่านมา

      Hi, Did you change Blueprint's Constraction Ccript too?

  • @rutkisXd
    @rutkisXd 4 หลายเดือนก่อน

    Great tutorial! Thank you so much!! 🙏🙏🙏 Helped a lot!!

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      You're welcome, glad you liked it! :)

  • @Wecly
    @Wecly 6 หลายเดือนก่อน +2

    Hi, been waiting for a good series for this subject, thank you
    Hope it will be able to vertex paint. With some good texturing its a live painting with buildings.
    And maybe to be able to control areas that will swap meshes with damaged ones.
    I love your video series so far, excited about this new one too, good luck!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      I wonder if you can do vertex paint on live PCG, not something I ever thought of till now. Interesting thought.
      The swapping of meshes is just as simple as adding more variations in the static mesh spawner. Then you can have it randomly swap to different variations. I do want to look into have each floor maybe be able to be set to a specific mesh. Like a layered building effect. Lots of ideas, just got to figure out how to execute. :)

  • @kamilorowski6852
    @kamilorowski6852 2 หลายเดือนก่อน +1

    My first step, was to fix Static meshes' origin to be at the bottom center. That way I could avoid lots of offsetting. Simple to do with build in UE modeling tool.

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      Absolutely. I just decided to use the base models only that way down the line if anyone misses a video and follow that one, it'll still match for them. :)

  • @vanvelt
    @vanvelt 6 หลายเดือนก่อน +3

    Awesome start :) I'm very excited for the rest of the series!
    I like to see two things:
    1. Parameters for the Static Mehses -> So they are swappable in the child Blueprint/PCG later.
    2. Reading the Parameters for Wall Thickness, Height etc from the SM-bounds. So these automatically snap to the meshes dimensions. No need to "hardcode" them.

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      1 - I heard there's a way but I haven't tested it as of yet, but definitely on my list.
      2 - Theoretically that should be doable by reading it from the blueprint. I'll look into it. :)

    • @vanvelt
      @vanvelt 6 หลายเดือนก่อน +1

      Awesome 🎉 can’t wait :)

    • @excalith
      @excalith 4 หลายเดือนก่อน

      @@Procedural_Minds hey, I have been fiddling with PCG for a while and was able to change meshes through params. Turns out it is not hard at all for starting out. Basically, I created a struct that contains multiple mesh soft object references (door, wall etc) and created different types of sets within a data table, that keeps things organized and reusable. Through the blueprint, I was able to read the data through GetDataTableRow and assign corresponding references to each parameter using SetSoftObjectParameter by giving the exact names of the params. Now I am working on adding floor-based pieces to further define the building theme.

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      @@excalithVery nice, but does it work with a full array of items to select a random one per point like the full static mesh spawner? I've seen how to replace one at a time but not how to do a full static mesh list with the chance of each showing up control.

    • @excalith
      @excalith 4 หลายเดือนก่อน

      Hey @@Procedural_Minds, theoritically speaking, the easiest approach would be adding different params and use modulo to switch between different variations. However, regarding your question, haven't found a way to proper way to do this yet. I believe writing a custom function for the PCG graph to get a random static mesh from that data structure array in blueprint could work. Will join the discord channel and let you know if I manage to solve it

  • @xjuliussx
    @xjuliussx 6 หลายเดือนก่อน

    this is a glorious video! thanks for tutorial is very useful to see the power of PCG but for buildings? ! ! ! Twice as better !

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      Glad you liked it, lots more to come! :)

  • @DiddlingDwarf
    @DiddlingDwarf 6 หลายเดือนก่อน +1

    @MichaelRoyalty sent me your way. Thanks for the awesome walkthrough. Between the two of you I have a much better grasp on PCG and achieving custom solutions for my project. Look forward to your future PCG videos.
    Since you asked, determining how to spawn stairs or elevators and adjusting the floor as needed would be pretty neat!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      Nice, glad to see you've been learning a lot! I've seen some of his videos as well, good stuff. :)
      Adding stairs / elevators is definitely on the list for me. The harder part is figuring out how to get an interior layout going that actually resembles a normal apartment. lol

    • @DiddlingDwarf
      @DiddlingDwarf 6 หลายเดือนก่อน

      @@Procedural_Minds For stairs and elevators, how are you determining the interior position of the points? I also noticed there are tags. Does that mean for spawned points your able to tag them, and then later use that tag data? Like for walls have a tag that you can later use to indicate placement of shelves, hanging pictures, etc?

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      @@DiddlingDwarf How am I determining it? I'm not. Why? Haven't started it yet. lol As for the tags, I believe it's possible in 5.3, but that's something I still need to research how to do / use. Lots of things to learn for everyone. :)

    • @DiddlingDwarf
      @DiddlingDwarf 6 หลายเดือนก่อน

      @TheLazyContradiction Fair enough, I discovered that I actually have to multiply the floorcopyoffset.y by -1 and the z (connecting to x) stays the same, but then all my walls are more 100 units more narrow and spawn under the actor as well haha could be because I'm using a source build as well as Lyra sample from the source build.

    • @DiddlingDwarf
      @DiddlingDwarf 6 หลายเดือนก่อน

      @@Procedural_Minds So I came up with a solution for interiors! Since we already have floor points as a grid, I decided to assign a grid attribute to each point via a custom UPCGSettings node from c++. Then I intend on assigning tags to each point for what sort of room they should generate around them through assigning a grid point, grid range, etc. so that sub graphs will automatically generate off those points. If you would like the custom node let me know! Just feed it the actor location, rotation and a wall size!

  • @kristerpresty8033
    @kristerpresty8033 6 หลายเดือนก่อน

    Been looking for this

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      Happy to provide what you were looking for :)

  • @tchiocchio
    @tchiocchio 6 หลายเดือนก่อน

    I found this through a Reddit post on the Unreal channel, and am very lucky I did! My floor has a center pivot (4X4 size), and I can't seem to get it correctly centered in the shape. If I increase the divide number by a lot, instead of 2 put 200, it gets really close, but that doesn't seem like the right thing to do. Great tutorial though, looking forward to roofs and maybe randomizing windows meshes and first floor only meshes like doors and stores. Can't wait for the next one!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +2

      For the floor you can do something similar to what I did, where you effectively multiply it by the difference between the wall size and the floor size. That way the floor will automatically scale accordingly.
      Next up most likely is going to be the doors / window variations, and maybe even the extra floors. We'll see what I get to.

    • @tchiocchio
      @tchiocchio 6 หลายเดือนก่อน

      Thanks for the reply! I'll try that. I'd like to be able to generate a Packed Level Actor of the building but can't find any information on being able to do that with a blueprint. Any thoughts on how to output a building with its cheap instancing so you don't have to keep the Blueprint in the world? Thanks again for this great video! @@Procedural_Minds

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +3

      @@tchiocchio If you're generating it with PCG then I have a video on baking down PCG to a Static Mesh and a Blueprint. The blueprint effectively is equivalent to a packed level actor as it keeps everything as instanced geo, just like it is in the PCG originally. Super easy to do too. :)

  • @user-ti2xn1oq5k
    @user-ti2xn1oq5k 6 หลายเดือนก่อน

    Wow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Good Tutorial Very Very Very Very Very VeryVeryVeryVeryVeryVeryVeryVery Thankyou so much

  • @CobaltArtist
    @CobaltArtist 6 หลายเดือนก่อน

    Hey great video looking forward to more PCG content, did you ever figure out a solution to the offsetting happening on the copy points node. I have the same issue and really want to figure it out.

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      Not yet. From googling people say to make sure it's local, but I checked all my settings and it is all local. Adding the offset from the blueprint like I did does solve it, so it's now a less pressing issue. But I do want to figure it out at some point.

  • @jdavid2109
    @jdavid2109 3 หลายเดือนก่อน +1

    Great tutorial, but I am have issues with the upper floors. The get actor data single point is the size of a chunk, infinite up and down, large box. and when the spline is created and sampled it is hovering in the sky, way above and to the side of where it should. Any ideas on this? Using 5.3.2 release.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      You can just change the preview of the point to be a set value in the detail panel on the bottom. That's all I do.

    • @jdavid2109
      @jdavid2109 3 หลายเดือนก่อน +1

      Issue was the HiGen Grid size in PCG Graph settings, had to set that to unbounded separately from spline samplers, all good now, cheers@@Procedural_Minds

  • @exstudent30
    @exstudent30 6 หลายเดือนก่อน

    Hi, Please can we have a video on adding interiors. Walls, rooms furniture etc. Not much of this available on TH-cam.

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      I've been trying to figure out how to do interiors. I understand why it's not available, it's very complex to get it to be somewhat realistic. But I do have some ideas. If not this weekend then soon. I'm close. :)

  • @abludungeonmaster5817
    @abludungeonmaster5817 หลายเดือนก่อน

    4:00 Example of GetActorProperty
    This was the only source I could find for how to use the tag.

    • @Procedural_Minds
      @Procedural_Minds  หลายเดือนก่อน

      Glad you managed to find what you were looking for! :)

  • @GH-zr4mb
    @GH-zr4mb 3 หลายเดือนก่อน

    Great Tutorial! I couldnt work out the part where you Copy Points part (19:30) ill see the second video where it changes abit maybe it will fix it
    Heres some stuff that might help someone out in the comments because it took me a while to figure out:
    - 1:40 - make sure you dont have a duplicate hidden by Pulling the spline points up*
    - 2:42 - Changing Interior Sample was stuck in Error! Moved Cursor on the Error and it pointed that it has to be ticked on and i forgot
    - 12:00 - Difference was not working correctly and couldn't figure out , turns out i had a blank space in one of the Set Vector Parameter names and after coping it and pasting correctly it worked!
    Good day!

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      Glad you got it figured out mostly. PCG is a bit fiddly and if you don't do it exactly how it wants it's quick to complain and error.

  • @ThadeousM
    @ThadeousM 5 หลายเดือนก่อน

    The “LookAt” custom blueprint from the Electric Dreams demo. Could you show us how to make that please? Thank you for this series, learning so much!

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน +1

      I'll go check it out and see. But you can download that environment, so theoretically you can just take a look at it.

    • @ThadeousM
      @ThadeousM 5 หลายเดือนก่อน

      ​@@Procedural_Minds nice one man! They chat about it at 51:50. I've had a good rummage through but could do with some guidance

  • @themax2go
    @themax2go 6 หลายเดือนก่อน

    @TheLazyContradiction it seems like you're skipping through some parts and only the 1st floor is showing, when adding floors it gets completely wonky. Could you please post a link to this project to your Github to compare? Or maybe someone else has one that works correctly? I've been at it for hours and can't figure it out. That would be fantastic and help me out a lot. Thank you!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      A few people have been asking for files so I'm the process of figuring out the best way to do that. If it goes wonky when adding floors then double check the copy points node, the top one is source instead of relative I believe, and then the offset is just all axises at -1. In the start of part 2 I simplify that part, so check it out and hopefully that's all it needed.

    • @themax2go
      @themax2go 6 หลายเดือนก่อน

      @@Procedural_Minds About files, Github is really the best way to go and it's free, plus gives you a backup (version control even) and it's easy to share, plus gives you name recognition if that's what you want. Also TY very much for the other info, I'll check it out.

  • @namrog84
    @namrog84 5 หลายเดือนก่อน

    The reason your wall floor height XYZ thing is all wonky (around 19:30), is because when you created the spline for multiple floors, the spline is essentially rotated 90 degrees. And thus, its more or less converting XYZ to that ZYX that your workaround is undoing. Need to find another way to create floors than using the spline like that.
    In the Create Spline, Debug visualize, instead of using a 'PCG_Cube', use something like a 'tree' or something with very apparent orientation and this will be more clear.

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน +1

      Yup, you're exactly right. Been learning a lot myself doing this series. Now in the new parts I have changed it entirely for a custom node so the problem has been eliminated.

    • @fkknsikk
      @fkknsikk 3 หลายเดือนก่อน

      I just snatched the arrows and stuff from the example content. The Niagara hallway uses them iirc. They come in handy all the time.

  • @MrPangahas
    @MrPangahas 5 หลายเดือนก่อน

    how do I make the static mesh spawners randomly choose from an array?what node do I use, so it will randomly choose between different meshes at runtime?

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน

      You can just add more meshes to the static mesh spawner. That's how it works by default.

  • @KBFNGG
    @KBFNGG 3 หลายเดือนก่อน

    This series is really great. I'm a complete beginner on that particular topic, therefore I was wondering if PCG building generation would possibly also work with geometry scripting plugin? In my case I'm extremely restricted how many resources I can use, so I have to optimize on every aspect. The idea is to build custom geometry optimized kits and use HISM actors to put everything together. I do not need high detailed geometry, a plane or a box could already represent a simple wall.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      Theoretically it could work. But I wouldn't have live geometry script running with PCG. I would use geometry script to make the geo, and then bake it down and then use it for the PCG.

    • @fkknsikk
      @fkknsikk 3 หลายเดือนก่อน

      You have to enable the geometry script interop plugin but it's possible. Don't get too attached to anything you make with it though since it's experimental.

    • @KBFNGG
      @KBFNGG 3 หลายเดือนก่อน

      @@fkknsikk I'm only looking for procedural geometry generation that I can control in the way I need it, to optimize the output geometry. Btw. geometry scripting plugin entered beta phase and is no longer experimental (at least according to the website documentation).

  • @hitmangamesyndicate5970
    @hitmangamesyndicate5970 5 หลายเดือนก่อน

    Im having issues with this pretty early on... The spline sampler node is still in error state... I dont have the visualization cubes, and the static mesh (floor) isnt showing up... im in 5.2 does that make a difference?

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน +3

      This is done in 5.3 and there's some differences in the spline sampler between the two. As for the cubes, did you turn on debugging?

  • @d74g0n
    @d74g0n หลายเดือนก่อน

    12:45 when mine weren't rotated this tut became sad. But w/e I learned some stuff.

    • @Procedural_Minds
      @Procedural_Minds  หลายเดือนก่อน

      Glad you learned some new things :)

  • @WsEKond
    @WsEKond 6 หลายเดือนก่อน +1

    Are you planning to continue this series, so there are roofs and interiors with stairs etc.

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +2

      Absolutely, this is just the first part. My end goal is to have full buildings and use them to generate a city. At least that's my grand plan.

    • @WsEKond
      @WsEKond 6 หลายเดือนก่อน +1

      @@Procedural_Minds that Sounds insane! Thanks for making this series!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      @@WsEKond Absolutely, if you have any ideas as to what you'd like to see implemented in this series feel free to suggest it. No guarantee I'll be able to do everything, but I can definitely try. :)

    • @WsEKond
      @WsEKond 6 หลายเดือนก่อน +1

      Maybe different rooms, where different people live in one house (dont know the word for that, sorry) and terasses. Or maybe Shops in the lowest Etage, thanks for making this series! Do you know when the next tutorial came out

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      @@WsEKond Unless something happens I'm not expecting, a new part will be every Sunday at 8am pacific.
      Great ideas, I'll start thinking! :)

  • @Domosedik
    @Domosedik 4 หลายเดือนก่อน

    very cool guide, How you think guys any chance to use PCG for Wave Function Collapse ?

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน +1

      I believe wave function collapse is actually on the list of things they've said they're working on for future versions. At the current moment you'd need to figure that all out yourself and code it in.

    • @Domosedik
      @Domosedik 4 หลายเดือนก่อน

      @@Procedural_Minds , souns good. i have question: did you try mesh overlap in PCG? Like if we have one floor building and other build close together we can merge walls with windows to full walls or door or columns for make unique build.

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      @@Domosedik Not yet but it should be as simple as adding a Difference node whos input looks at all actors in the level with a tag for example. Then it would remove overlapping walls. It's not quite the simple from every side, so it hasn't fully been implemented yet.

  • @kmtsvetanov
    @kmtsvetanov 26 วันที่ผ่านมา

    Hello. One more question. SO I have a PCG graph. How can I do so that every I call it I get to randomly pick one of 10 Static Mesh Spawners?
    The Idea is to make the spawner fall into groups (Group A, Group B).
    Think of it like that.
    I press one button and I get random houses and cars.
    I press it again and I get random trees and dogs.
    50-50 change to get the specisif random

    • @Procedural_Minds
      @Procedural_Minds  26 วันที่ผ่านมา

      You can expose a bool from the blueprint to the PCG graph, and then when you press a button it sets the bool and then regenerates the PCG graph. That should work.

    • @kmtsvetanov
      @kmtsvetanov 25 วันที่ผ่านมา

      @@Procedural_Minds Somehow I can't find info on how to do this (expose a bool from the blueprint to the PCG graph)

    • @Procedural_Minds
      @Procedural_Minds  25 วันที่ผ่านมา

      @@kmtsvetanov You create a bool parameter in the PCG graph and set it from the blueprint similar to how I do the vector variables in this series.

    • @kmtsvetanov
      @kmtsvetanov 25 วันที่ผ่านมา

      @@Procedural_Minds Nice. Now how can I say if this value (float for me) is greated than 1000 generate first Static Mesg Spawner. And if not - the second? Thank you!
      Is there a "if else" inside a PCG graph?

    • @kmtsvetanov
      @kmtsvetanov 25 วันที่ผ่านมา

      Found it. Create multiple boolean and make many Branches

  • @aleca8910
    @aleca8910 3 หลายเดือนก่อน

    I'm using a system based on yours, but I centered all pivot points before starting. I didn't have that weird issue when floor is 1.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Nice! Yeah I decided to use the default megascans assets so I had to do a bit of extra tweaking. But if you ever encounter similar issues you now know what to do. :)

  • @WsEKond
    @WsEKond 6 หลายเดือนก่อน

    Hey i have a problem that for some reason my materials are disappear and it shows just the default block texture. When I set the static mesh as single mesh in the world then it has his materials but not in pcg. Do you know what problem it is?

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      There are two things that come to mind. 1 - Check that your static mesh actually has the correct material applied to it when you open the static mesh by itself. And 2 - The Static Mesh Spawner has the option to override the material in the static mesh, so double check the settings you put in that you're not overriding the default material you had setup.

    • @WsEKond
      @WsEKond 6 หลายเดือนก่อน

      @@Procedural_Minds both things are correct and that is the weird thing, I think I Show later on what the problem is, but thank you very much for your Quick reply! Thanks :)

  • @ContemporaryVoyageur
    @ContemporaryVoyageur 3 วันที่ผ่านมา

    I really want to follow this tutorial series, but it is way too fast for me. I am working in UE5.4 and in the first few minutes of the first video, just as we are setting the spline, I get an error and don't know how to fix it. Could you provide some updated explanations geared towards the 5.4? The "Unbound" option specifically. Please, I really want to follow this tutorial

    • @Procedural_Minds
      @Procedural_Minds  3 วันที่ผ่านมา

      What is the error specifically? Unbound is still needed. Nothing there has changed.

  • @user-gx7wk2ph9h
    @user-gx7wk2ph9h 3 หลายเดือนก่อน

    I cannot find the "Set Vector Parameter" Node, Any Ideas?

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Are you dragging out from the graph instance with context sensitive on?

  • @user-xj5et5bd8o
    @user-xj5et5bd8o 3 หลายเดือนก่อน +1

    If I change the Y or Z rotation on the object in world editor the wallheight splines go completely crazy. This does not happen with the X rotation. Location transform in the world editor is set to relative, but changing it to world doesn't really changing anything either. What could be the problem here?

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Are you using splines to control your wall height? What specifically about them goes crazy?

    • @user-xj5et5bd8o
      @user-xj5et5bd8o 3 หลายเดือนก่อน

      @@Procedural_Minds The offset of the walls increases or decreases based on Y or Z location in the world editor. It's like the pivot doesn't move in those axis. This is only for walls that is 2 or more floors high. I'm using the same method as you to control the wall height, but somewhere somehow there must be an error. I just can't figure it out.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      @@user-xj5et5bd8oReally odd. I do make some improvements on it in P2, so try those changes and see if that fixes your problem.

    • @user-xj5et5bd8o
      @user-xj5et5bd8o 3 หลายเดือนก่อน

      @@Procedural_Minds It's just so strange that world position is having an effect on its offset. It feels like it should have a simple solution. I'll keep watching your vids and hopefully figure it out :)

    • @user-xj5et5bd8o
      @user-xj5et5bd8o 3 หลายเดือนก่อน

      @@Procedural_Minds Even stranger actually. The problem you have at 19:07 is the exact problem I get when I use your solution to it. Before this the walls are faaar away in each direction.

  • @Krucek_v2
    @Krucek_v2 2 หลายเดือนก่อน

    I already hit a brick wall at 2:20. I bet it's as simple as it gets but when you said "if I sample it" I had no idea what to do. No white shapes appeared on my square. . .

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน +2

      That's just me pressing "D", the hotkey for debugging PCG.

    • @Krucek_v2
      @Krucek_v2 2 หลายเดือนก่อน

      @@Procedural_Minds thank you so much

  • @RAYS1911
    @RAYS1911 5 หลายเดือนก่อน

    where and how you learn blueprint can you tell me? its nice tutorial i was trying to learn houdini because of procedural modelling thanks for the video. i guess now i dont have to learn :)

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน +1

      TH-cam and Trial and Error. Pretty much everything I know I learn that way. :)

    • @RAYS1911
      @RAYS1911 5 หลายเดือนก่อน

      @@Procedural_Minds ok thank you ☺️

  • @LaurentFranchet
    @LaurentFranchet 3 หลายเดือนก่อน

    I am trying to follow this tutorial but it simply does not work in my project. When I add the "Get Spline Data" and "Spline Sampler" nodes to the PCG graph, at 02:20, the cube meshes do not show up in the level. How can I fix this issue?

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      So when you press debug nothing shows up?

    • @Flatlander81
      @Flatlander81 2 หลายเดือนก่อน

      @@Procedural_Minds This seems to be some issue with the size of the initial spline square. I was experiencing the same problem but was able to fix it by changing the size of the generated spline.

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      @@Flatlander81Yeah there's so bugs with it I found in 5.3 unfortunately. Glad you got it figured out.

  • @lucianomachado9289
    @lucianomachado9289 6 หลายเดือนก่อน

    Good morning,
    Great video, I saw that it helped a lot of people, but I have a problem at the beginning of the tutorial. When I place BP_Building on the map, the internal filling with white blocks does not appear even though I mark it with the two options of internal filling and unbounded. Sory for my english and tks for help.

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      I had a similar thing happen, seems like 5.3 bugs. Just extend the spline to be larger, then it should start to populate it. It seems when it's really small in 5.3 it also has some issues.

    • @lucianomachado9289
      @lucianomachado9289 6 หลายเดือนก่อน

      here, not even increasing the spline area, I'm going to redo everything from scratch once to see if it solves it or try in summer 3.2
      @@Procedural_Minds

    • @RealNoobmaster
      @RealNoobmaster 6 หลายเดือนก่อน

      use (debug)you see that small circle on blueprint . if that helps. it was my case why i didnt see those
      @@lucianomachado9289

    • @andreadimmock8958
      @andreadimmock8958 5 หลายเดือนก่อน

      I have the same issue/..changing spline to larger size doesn't fix...any other suggestions?@@Procedural_Minds

    • @Procedural_Minds
      @Procedural_Minds  5 หลายเดือนก่อน

      @@andreadimmock8958 Did you turn on the debug?

  • @BigGreyLegFaceMan
    @BigGreyLegFaceMan 2 หลายเดือนก่อน +1

    Really appreciate the video, but I find there are several points in the video where you have over edited and left me guessing what you did during the cut. Prime example at 15:12 when you debug view the get actor data you get a massive cube, then you add a transform node in and cut the video and when it comes back you have a small debug cube. No idea what you did there...

    • @BigGreyLegFaceMan
      @BigGreyLegFaceMan 2 หลายเดือนก่อน

      If anyone else get's confused by this point, you just have to change the "Scale Method" in Debug for both the transform points to "Absolute"

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน +1

      @@BigGreyLegFaceMan Yup, that's all I did. :) I've gotten better at pointing out stuff like this over time, but definitely still learning on how to do the tutorials. Thanks for the feedback!

  • @3darchstuffs
    @3darchstuffs 3 หลายเดือนก่อน +2

    Con you make a complete pcg for building system and make it available for download paid or free? That would be awesome.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      The entire project is available to download on my Patreon. I just didn't set it up till part 4 or so.

    • @3darchstuffs
      @3darchstuffs 3 หลายเดือนก่อน

      @@Procedural_Minds What do you mean by didnt set it up till part 4 or so?

    • @3darchstuffs
      @3darchstuffs 3 หลายเดือนก่อน

      @@Procedural_Minds Going to get the project right now.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      @@3darchstuffs I didn't have a Patreon till part 4 was released. Each part is a separate download past that though. :)

    • @3darchstuffs
      @3darchstuffs 3 หลายเดือนก่อน

      @@Procedural_Minds Got it thanks. Have sent you few questions on patreon if u can answer them would be great.

  • @omri1324
    @omri1324 2 หลายเดือนก่อน

    09:21 wtf is that sound? that made my look back

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      Early on I had some corruption when rendering out the videos. They would never exist in the edit but occurred in the output no matter what I did. Thankfully these days they no longer happen.

  • @coltonwiley359
    @coltonwiley359 3 หลายเดือนก่อน

    Not sure whats going on but even with the little work around at the end, My copied points for the second floor end up being rotated, and always stay displaced. Pretty weird how PCG wont just copy the damn points upward based off the height of another point. Should be simple but its completely borked.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Yeah it's still a bit janky. Part 2 has an improved method for it, so try that and hopefully you'll have better results.

  • @Sscrutinyy
    @Sscrutinyy 25 วันที่ผ่านมา

    i cant get passed the error...i followed the steps to a perfect T and it wont let me see my sample inside my blueprint, also having trouble being able to drag and remodel an item, when i alt click it just creates a new copy..

    • @Procedural_Minds
      @Procedural_Minds  25 วันที่ผ่านมา

      What do you mean by seeing your sample inside the blueprint? If you mean you're not seeing the debug squares. That's done through the debug key D or at the bottom of the detail panel on the right.

    • @Sscrutinyy
      @Sscrutinyy 25 วันที่ผ่านมา

      @Procedural_Minds like the white blocks after you create a sample spline, mine don't appear and I have an error on my sample spline

    • @Procedural_Minds
      @Procedural_Minds  25 วันที่ผ่านมา

      @@Sscrutinyy You have to debug the node to see the cubes. Those are the debug cubes. The error should tell you what / why it is if you hover over it.

    • @Sscrutinyy
      @Sscrutinyy 25 วันที่ผ่านมา

      @Procedural_Minds tells me something about overlapping but none of my lines were overlapping, I followed your thing perfectly to

    • @Procedural_Minds
      @Procedural_Minds  25 วันที่ผ่านมา

      @@Sscrutinyy That means you have two points overlapping in the spline. Just click your original point and move it, you probably just have two points overlapping there.

  • @westomopresto
    @westomopresto 6 หลายเดือนก่อน +1

    There has to be a cleaner way, this tutorial is like correcting for transform bandaids for transform bandaids
    Thanks for introducing it to me anyway though

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      There probably is. As PCG is still very new, the different methods are still being figured out. But I'm sure if you ask me in a month I will find a new way to do it all over again. Learning is great! :)

  • @JesfNwje
    @JesfNwje 4 หลายเดือนก่อน

    Does this work in ue5.1?

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      PCG was introduced in 5.2. I use features from 5.3.

    • @JesfNwje
      @JesfNwje 4 หลายเดือนก่อน

      @@Procedural_Minds ahh so I'm guessing I should upgrade to ue5.3

  • @martingrega2012
    @martingrega2012 4 หลายเดือนก่อน

    That’s a great tutorial. Thanks for teaching! I just have two problems :
    ONE : this happens from the first placement of the spline, when I adjust the boundaries the meshes update, but when I move it one more time, the ones already distributed along the spline, seem to stay and the new ones, go on top of it. so basically doesn’t get rid of the meshes that were there before. What am I missing here? every time I want to change the boundaries, i have to delete the whole thing and drop the blueprint in to my scene again
    TWO: I can get it to work until the add floors step. 19:22 after that it just doesn’t work.
    I triple checked every setting you have, but for me the crazy placement of the individual mashes after moving the blueprint origin doesn’t go away:/
    any idea?

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน +1

      One: This is a known bug that usually happens when you use CTRL-Z, it bugs out. The fix it to select the HISM / ISMs in the detail panel of the Blueprint and delete them. Then select the PCG node and cleanup then generate. You should be good then.
      Two: In part 2 I simplify it a bit and slightly change it. So try that and hopefully it'll fix the issue. Also double check your pivots. If you're not using the same pieces I am then the values might need to be adjusted.

    • @martingrega2012
      @martingrega2012 4 หลายเดือนก่อน

      wow such a quick response ❤ really appreciate… it’s my 2nd day i’m trying to figure out these problems😢… thank you , i’ll try

    • @martingrega2012
      @martingrega2012 4 หลายเดือนก่อน

      wow it worked! i used the exact same piece you used! it works like a charm! the funny thing is: that right after i tried with the one piece ( similar to yours ) that wouldn’t work for the last 2 days… and it also works 😅
      also i don’t need to have the 180 deg hardcoded rotation in the Transform points… just the 90… big thanks man!

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      @@martingrega2012 No problem, glad you got it all working!

  • @bedweather432
    @bedweather432 2 หลายเดือนก่อน

    Why i cant view the box in the grqph? I'm in 5.3

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      Are you talking about the debug cubes? Press D on a node to debug.

    • @bedweather432
      @bedweather432 2 หลายเดือนก่อน

      After on interior and unbounded nothing happen

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      @@bedweather432 Try making the spline area bigger. It's a bit buggy when it's small depending on your point size. That could be it.

    • @bedweather432
      @bedweather432 2 หลายเดือนก่อน

      Got it when I uncheck the unbound then recheck, maybe little time to reload. Thanks!

  • @imiparerau432
    @imiparerau432 4 หลายเดือนก่อน

    Anybody else having walls spawn on the interior despite having Difference nodes properly setup? 5.3

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      If you're using different wall pieces, check their pivots. It's possible the offsets would need to be a bit different.

  • @BattleHVT
    @BattleHVT 6 หลายเดือนก่อน

    Come on bro its been 6 days where is the second part we all are waiting ❤

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน +1

      Not much longer to wait, it's scheduled to release in 20 minutes :)

  • @laxatory
    @laxatory 25 วันที่ผ่านมา

    This whole system is quite cumbersome and difficult for a beginner to learn and understand. I could follow this tutorial 1 for 1 and at the end of it, understand nothing, and not be able to remake my own or make adjustments to tailor to my needs.

    • @Procedural_Minds
      @Procedural_Minds  25 วันที่ผ่านมา

      Sorry you feel that way. Just means I need to keep improving my tutorials.

    • @laxatory
      @laxatory 25 วันที่ผ่านมา

      @@Procedural_Minds odds are I'm probably starting at the wrong place. Being a 100% newbie to pcg or procedural content in general I gotta figure out some place where I can find all the possible nodes to use, what they're used for, otherwise I won't be able to make my own systems. Need a more foundational level of understanding.

  • @bartbrinkmann8101
    @bartbrinkmann8101 3 หลายเดือนก่อน

    It's probably because I'm very new to UE, but even at half speed and you sounding drunk AF, you're still losing me every 10 seconds. Really awesome content, and hopefully I can follow along once I learn a bit more about PCG, but this was way too fast and not enough explanation of what things were doing and what to do if they didn't look exactly like they are on your screen. I'm at 4 minutes in, and already lost.

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      Yeah this series is more intended for intermediate difficulty and assumes you know the basics of Unreal, sorry.

  • @jameson5633
    @jameson5633 หลายเดือนก่อน

    You are amazing man thank you for PCG tutorial! 🏥🏢🏛⭐⭐⭐⭐⭐

    • @Procedural_Minds
      @Procedural_Minds  หลายเดือนก่อน

      Thank you, and glad you found it useful. :)

    • @jameson5633
      @jameson5633 หลายเดือนก่อน

      @@Procedural_Minds Hello, i have a question is PCG may do profile revolve from Spline to model for example windows doors with relief profile or columns? Or its not acceptptable for modeling tools in UE5? If Yes do you plan to do tutorial for this stuff?

    • @Procedural_Minds
      @Procedural_Minds  หลายเดือนก่อน

      @@jameson5633 PCG isn't for modeling. There is Geometry Scripting if you wanted to model like that.