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PCG Landscape Input MISSING in Unreal Engine 5.4?
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- เผยแพร่เมื่อ 7 พ.ค. 2024
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Where is the Landscape Input for the Procedural Content Generation Framework. I cover the updated PCG landscape node for Unreal Engine 5.4 and beyond, and why I think it changed.
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Glad I saw this before I messed with PCG again haha thank you Aziel!
Absolutely! I feel like alot of people are running into it.
When I've finished my Unreal feature film, at least a half-dozen TH-camrs will appear in the Special Thanks section of the closing credits. I'm pretty sure Aziel Arts is going to be near the top of the list -
Good Luck!
@@michaelsharp6272 I'll need it, friend... truckloads of it! And thanks -
thanks i was just about to try out some landscape PCG stuff. glad i didn't waste hours trying to figure this out.
No problem at all! Happy to help.
I did. 🤣 I was blowing bro’s comments up trying to solve it. 😂
Your good man. I was literally looking at your PCG video a day ago and was wondering what happened to that input. However after some research I found out. But the fact that literally a few hours later you made this video tells me you're 100% in tuned and a great resource! Your video's rock man. I learned so much from them in a short period of time. Thank you!!
Very helpful. Thanks for being on top of this quickly so our TH-cam panic search comes back with the answer. 😊
Amazing! Yes that is the goal, less TH-cam panicked searches 👍
Thanks ! 🙏 I have lost more of 1 hour to find a solution for this problem ! 👍
You just made my week. I was really struggling with this. Thank you!
You are a savior! Thank you so much for all your work!
thank you so much brother ive been searching for this tutorial for so long thank you !!!
I was actually getting frustrated til I found your video. Thank you for calming me down...
Thank you, you're a life saver
yup the tool is in development and we need to remember, we are part of the testing team as well so yeah it does change and it's not a bad thing, just learning it while it is still not at the final step is hard. good video thank you very much!
@Aziel Arts firstly great work, your tutorials are brilliant. Do you have a video on sampling the angle of the landscape so that you can reduce trees as it gets steeper?
Haha - I literally commented about this on another of your videos! Thanks for the info! Now, back to PCG testing
Right on! 👍
Preemptive hero daaamn, thanks in advance, hope to see more PCG content from you 🔥🔥
PS: you mentioned potential outdated tutorials, but honestly (even though I can guess you put a lot of time into them) replicating some of yours to update them on your channel wouldn't be that much of an issue, especially if you find the workflow easier
Can always do short videos like this one or even some where you dive deeper into previous subject, would watch either for sure
Absolutely! And lots more PCG stuff to come👍
Yeah I think you are right about that. A bunch are due for an update anyways. I will just take it as an opportunity to improve them👍
That's def great to hear!! Will wait for those then 💪
Thank you!!! I thought I was going nuts! Great work on your channel man!
Awesome!! Thanks so much! Happy it was helpful 👍
Hoping to see more tutorials from people on how to procedurally generate things like dungeons using the pcg system.
HOLY SHIT I FOUND THIS JUST IN TIME!
I was watching your other tut on how to make a forest in PCG but I was using UE5.4 and I couldn't find shit
I messed around myself and (kinda) found the solution myself, but this helped a LOT
Thanks man!
Thank you for this video, i should have just gone to youtube straight away. Also, it did confuse me that the previous version node worked but did exist anymore, so thanks for addressing that fact. Going forward i need to read the documentation, and maybe even compare the documentation from one version to the next?
Please add which version of unreal is used in tutorial introduction, so that we can download that version to learn the tutorial, thank you!
ok this helps I was flipping tables trying to figure out what was going on
Thank you!
You are welcome!
Thanks was wondering about that
No problem!
i was very confuse but then what i did i made new pin on input node and set it to landscape and it worked.
Awesome thank you!
Happy to help!
Thank you So much brother i was wondering why it's not showing in inside of my unreal engine glad i checked your video
Thanks brother. Love your content🎉 ❤ India
No problem! Wow India! Awesome!
Thanks! Keep up the work :D
I need help. If I have two landscapes. How do I pick which landscape my PCG graph would sample.
It seems to favor the first landscape I added in the level, and it ignores the second one? How do I force it to use the second one or both if possible.
For anyone that can give me an answer, thank you in advance.
@azielarts Could you pls do a video on how to adjust density within a PCG volume? What I want to achieve is a natural looking forest, and right now the forest ends in a straight line as the volume is a cube. I'd like to gradually reduce spawning toward the boundaries so the grass and the forest fade out. Is this even possible? Thanks!
It even doesn't make sence to have it there, because of sub-graphs. Because you can be in sub-graph where is getting data from parent.
Hi! I have a question wich might be PCG related, in 5.3 I had around 40 fps in PIE. Then I went to 5.4 and merged my project.. Im down to 19 fps when I enable PCG, ideas?
Hey brother, thank you. I know why you did this & I really appreciate you. God bless you, brother! 🫂
i am not able to find landscape height in pcg 5.4 if anyone know how to get that plz help
I used your "Paint PCG" on my project in 5.3 and it worked great!
I just upgraded my project to 5.4 and now it doesn't work. I tried using both the input with landscape pin (from 5.3) and the new Get Landscape Data and neither works. Any ideas? I'll lose a ton of work if I have to change exclusions to splines.
If its possible please explain all missed nodes in the Input
Step one let's make a landscape...oh hey you can do it easier...step two how do you do it easier...oh here's a tutorial...step three follow tutor...hey?...step four search same channel for update...Well alright! ...step five immediately sub 😂. MANY MANY THANKS what a time to be alive!
Hey Aziel, You have a new sub 😁👍
Thanks so much! Welcome
Thanks!
Im about to start on your Stylized Zelda landscape video. Can I use 5.4 on this? Is it only the input node that has changed? Or should I use 5.3?
Yep you can use 5.4
THANK YOU
You are welcome!
I am not frustrated with UE for the update. I am frustrated with being a beginner and not having the ability to figure out the difference. Not that Epic can do anything about it!
you saved my life
In response to your comments in the second half of this video...
I am frustrated with AutoDesk for not bringing significant changes to Maya for years on end.
I am frustrated with Epic Games for bringing significant changes to Unreal every 15 minutes!
thank you bro
You are welcome!
Hi can you make a tutorial on how to make waterfalls? Much love
thank you very muchhh!
thank you
It was already deprecated, always use get landscape node, you can duplicate it and check height only to have landscape height
Thanks for the pro tip, I guess a lot of us didn't memo before.
@@azielarts not a pro tip really, i follow this channel for those tips, but the node had the deprecation label and description since 5.2 i think so i adapted beforehand
Also in 5.4 you can use finally hierarchical generation with runtime gen and it wouldn't work with the old input node
I agree no one wants to see development slowed, however it does show a hole in their development cycle in as much as they aren't entirely thinking their framework through enough. eg. the very thing you describe; if you're making 'Points from ....' it obviously follows that "...." would mean Mesh / Landscape etc. but instead they put one as a node and the other in the output node, which is illogical then they have to fix it essentially breaking everyone's stuff. Expand this problem over the entire engine and not just this one instants and you don't just have a moving target but an invisible moving target.
Yeah these are totally valid points. I hope in the future they can avoid these kind of structural changes if at all possible. I do wonder why they originally had it coming through the input to begin with. Maybe they didn't realize how many different things people would use if for besides landscape inputs. IDK, hard to know from the outside looking in.
@@azielarts, hey bro just checking in- told ya. It was kinda a weird change between me being on 5.4 & you on 5.3. This was just wild. I’m glad to see I’m not the only one that got confused why they would do that, cause if you don’t get the Landscape Data, you can’t follow the PCG Tutorials. 😭
Thank you for explaining this to everyone. Will save a lot of people a lot of time & headache.
Tbh, you’re the PCG Master. You got the best tutorials on TH-cam & they’re entertaining. Keep up the great work, bro! 👊
looks like violet colored nodes are substrate and they are slowly migrating everything
i've watched a bunch of your videos now and one thing that always bugs me is how large your webcam view is in the bottom- it takes up like half the vertical space on the video. I understand why you would want it in the video- I'm just saying it's WAY too big. several videos I've watched now where I couldn't see something you were clicking on or typing because it was behind your head. Anyway, just a bit of feedback, take it or leave it!
ha finally found what i was looking for . TY. {bout to throw keyboard at the wall j/k}
Lol Happy to help. Good keyboards are expensive
Finally 😭
I know something I want to see! It is a Masterclass Tutorial-Series about Animating. I mean details, I mean all the details where other tutorials stop. That is really frustrating. I mean to hear the sentence: "That is too advanced." in ANY tutorial. If you do not making a crab game you are f***ed. Always! And yes I know the basics from 10 or so tutorials, so no need for basics.