Handy trick to make the spline automatically deform the landscape automatically, non-destructively. Create a new sculpt layer (called it road for example), right click on it and select "reserve for spline".
Another very nice tutorial! I have been watching all of your PCG videos recently and they helped me a lot so thank you! Concerning the landscape splines, i personnaly like to use them alongside with a runtime virtual texture assigned in the detail panel. It's handy because then you don't need to struggle with placing each points perfectly since the landscape spline will be projected into your landscape directly, matching its curves and slopes a bit like a decal would.
Thanks for the video. For some reason my pcg graph has no effect on my landscape splines. The white boxes don't show up when pressing 'd' on the spline sampler. I've watched that part of the video several times to make sure everything is exactly the same
Thanks for the super cool video! I was super overwhelmed by this feature, but this video helped me digest it and understand it more. Thanks a lot for sharing
Thank you, would be awesome if you showed how to correct the up Vector on those street lamps, currently they follow the tangent of the curve, so they look like they're falling in some cases where the road bends.
Yes this is totally possible, but it’s much more advanced than this. I’d recommend watching the advanced PCG video from Unreal Fest, they go over a lot of ways to filter data and it should cover most of the fundamentals to get this to work
For some reason my pcg graph is not affecting my landscape splines. The white squares don't appear when you press the “d” button in the spline sampler. Could you please advise what the problem could be?
Hmm it could be a bunch of different issues. Here are some things to check. 1) PCG volume overlaps with the landscape and spline. 2) you are not still in the landscape editing mode. 3) check your get data node settings are correct 4) hit cleanup and then generate on the PCG graph in your level again 5) try opening the level again. 6) sometime you do actually get points, but they are too small to see. Try spawning something and see if that works. Hope that helps
Same problem here. Maybe because we use UE5.5? I try old the things to check that Aziel saids but nothing. The debug tool works because with GetLandscapeDta and SurfaceSample i get cubes in debug.
Why didn't you add a new spline mesh to the array in the original spline and use center adjust to send it to the side? I'm genuinely curious of the reasoning. Thank you
Handy trick to make the spline automatically deform the landscape automatically, non-destructively.
Create a new sculpt layer (called it road for example), right click on it and select "reserve for spline".
🌟 Another lucid, clear and helpful Unreal Engine tutorial @azielarts - thank you for producing these!
Another very nice tutorial!
I have been watching all of your PCG videos recently and they helped me a lot so thank you!
Concerning the landscape splines, i personnaly like to use them alongside with a runtime virtual texture assigned in the detail panel.
It's handy because then you don't need to struggle with placing each points perfectly since the landscape spline will be projected into your landscape directly, matching its curves and slopes a bit like a decal would.
Dude, your stuff is AAA quality. Thanks!
Good one . but since you are working with PCG i think one spline is enough for all road component and it keeps your work Fully procedural .
Thanks for the video. For some reason my pcg graph has no effect on my landscape splines. The white boxes don't show up when pressing 'd' on the spline sampler. I've watched that part of the video several times to make sure everything is exactly the same
Thanks for the super cool video! I was super overwhelmed by this feature, but this video helped me digest it and understand it more. Thanks a lot for sharing
Thank you, would be awesome if you showed how to correct the up Vector on those street lamps, currently they follow the tangent of the curve, so they look like they're falling in some cases where the road bends.
Ah great question. It is a little more complicated, but you will need to separate the points and only apply absolute rotation to the x and y axis.
@@azielarts That worked, there's a lot more modifier features in regular actor Blueprint vs. PCG. Regular BP contains set forward Axis and etc.
your mic so good for i hearing bro
Glad to hear 👍
Thank you PCG KING!
Awesome! Thanks for sharing!!
No problem, hope it is helpful.
You are genius
Not sure if you mention this but have you found a way to do intersections?
Yes this is totally possible, but it’s much more advanced than this. I’d recommend watching the advanced PCG video from Unreal Fest, they go over a lot of ways to filter data and it should cover most of the fundamentals to get this to work
SUPEER THANK YOU VERY MUCH
For some reason my pcg graph is not affecting my landscape splines. The white squares don't appear when you press the “d” button in the spline sampler. Could you please advise what the problem could be?
Hmm it could be a bunch of different issues. Here are some things to check.
1) PCG volume overlaps with the landscape and spline.
2) you are not still in the landscape editing mode.
3) check your get data node settings are correct
4) hit cleanup and then generate on the PCG graph in your level again
5) try opening the level again.
6) sometime you do actually get points, but they are too small to see. Try spawning something and see if that works.
Hope that helps
Same problem here. Maybe because we use UE5.5? I try old the things to check that Aziel saids but nothing. The debug tool works because with GetLandscapeDta and SurfaceSample i get cubes in debug.
@@nokeomiga yes the problem is in version 5.5. In version 5.4 everything works fine
@@АнастасияКолосок-г5ш Thanks!
Why didn't you add a new spline mesh to the array in the original spline and use center adjust to send it to the side? I'm genuinely curious of the reasoning. Thank you
Also, i think streetlamps are always, or almost always, vertical. You should check absolute rotation in the Transform Points nodes. Cheers