Here for part 2. Best guide channel ive found since i started with UE a week ago. Been trying so many different things. but you make it by far the easiest. When i have my world and have more money i will follow your Meta human Hair guides ect also =D Keep up the amazing work my man
So... Would it be possible to spawn PCG (generated for example rock formation) into the data set for biome? So we'd get forest, with rock formations here and there using just one biome generation? And ofc amazing video, love that one! Was trying to build something like that myself yesterday 😂
You can use Assembly for rock formations that you can spawn along your trees. Biome Core example comes with example how they use it. It really is only extra node that passes data to spawner. Will maybe include it in my next tutorials.
Great tutorial! But it seems like you might have skipped some important details? For example, the PCG setup seems to break for me unless I add an empty mesh to the River index which you either didn't need to do or skipped at 9:30. I'm also running into an issue where it's mostly working, except when I generate the PCG graph I only get the first entry in my Grass index, but I have 3 different meshes in the list. Do you know what I might have missed there?
Awesome Tutorial! I'm trying to add an other variable to the list (static mesh, scale, priority). For the "absolute Rotation" there should be a checkbox for absolute rotation. This way you could determine if the mesh is facing straight to the sky (f.e. Trees) or if the mesh is aligned to the ground (f.e. Rocks). Do you know how I could set it up? Ty Sir!
Hey, I don't have an example for it, but you can expose anything from BP to PCG graph. I believe there is PCG node already for that but if not, then with quick google search I found UE forum post that shows custom graph that would do exactly what you need. Search for: pcg-rotate-point-to-look-up-slope-on-landscape
In the demo map, it’s implied the designers hand placed one area, then used something to capture (implied in my opinion) then replicate what they have made and generate from that. Is this another way to use this? or is loading all the assets into the graphs and data tables the only option.
Hmmm... I am following along in 5.4 until we come to adding the attribute filter. It generates a warning stating "TargetData doesn't have target attribute/property 'Grass'. Can't proceed and not sure exactly what to do... any insight?
Hi .. I faced a problem at minute 5:53 and adding the Attribute filter (a yellow warning appears) in the same box belonging to the Attribute filter .. I ignored it and continued until 12:55 and the trees did not appear 😑 and I did not change the reason for the warning
@@i-fahad9069 does your Grass layer has exactly same name as the one you put in filter? It’s case sensitive so make sure all uppercase and lowercase letters are the same
Hi! Yes, with PCG you can spawn anything, including BP actors so there is no issue with that. Probably if you want some kind of NPC respawn then I would spawn NPC spawner blueprint so it can respawn NPCs when they die since in PCG itself you would not add this kind of checks. Or you can just set NPC to fake die and fake respawn after certain time.
Hi .. How are you my friend .. I can't import trees because their version 5.3 and my project 5.4, are not compatible with each other, do you have a way to solve this problem :(
@@i-fahad9069 hi! Just click add to project, then in project window select, show all projects or something like that, find your project and at the bottom select UE 5.3. It’s gonna work just fine. I will make a video later today since I see many people don’t know it.
Here for part 2. Best guide channel ive found since i started with UE a week ago. Been trying so many different things. but you make it by far the easiest. When i have my world and have more money i will follow your Meta human Hair guides ect also =D Keep up the amazing work my man
Hah don't worry, glad my tutorials are helping with your UE journey!
Thanks for another amazing video!
You are welcome. More Gaea/ Unreal tuts coming soon.
So... Would it be possible to spawn PCG (generated for example rock formation) into the data set for biome? So we'd get forest, with rock formations here and there using just one biome generation?
And ofc amazing video, love that one! Was trying to build something like that myself yesterday 😂
You can use Assembly for rock formations that you can spawn along your trees. Biome Core example comes with example how they use it. It really is only extra node that passes data to spawner. Will maybe include it in my next tutorials.
Great tutorial! But it seems like you might have skipped some important details? For example, the PCG setup seems to break for me unless I add an empty mesh to the River index which you either didn't need to do or skipped at 9:30.
I'm also running into an issue where it's mostly working, except when I generate the PCG graph I only get the first entry in my Grass index, but I have 3 different meshes in the list. Do you know what I might have missed there?
Update: Found the fix for my issue, at 10:58 I accidentally input the Priority attribute in "Match Attributes" instead of in "Match Weight Attribute".
Glad you worked it out!
Спасибо! Очень информативно
Awesome Tutorial! I'm trying to add an other variable to the list (static mesh, scale, priority). For the "absolute Rotation" there should be a checkbox for absolute rotation. This way you could determine if the mesh is facing straight to the sky (f.e. Trees) or if the mesh is aligned to the ground (f.e. Rocks). Do you know how I could set it up? Ty Sir!
Hey, I don't have an example for it, but you can expose anything from BP to PCG graph. I believe there is PCG node already for that but if not, then with quick google search I found UE forum post that shows custom graph that would do exactly what you need. Search for: pcg-rotate-point-to-look-up-slope-on-landscape
In the demo map, it’s implied the designers hand placed one area, then used something to capture (implied in my opinion) then replicate what they have made and generate from that. Is this another way to use this? or is loading all the assets into the graphs and data tables the only option.
How do you add splines that exclude an area just like in the PCG core biome sample?
Hmmm... I am following along in 5.4 until we come to adding the attribute filter. It generates a warning stating "TargetData doesn't have target attribute/property 'Grass'. Can't proceed and not sure exactly what to do... any insight?
Can you join my Discord and write there? If you could provide some screens would gladly help
@@MarisFreimanis will do. Ta
@@Preirin Did you get the answer to this question? Running into a similar problem.
Does not work. The same problem. Warning: target data doesn't have target attribute/property "grass" in attribute filter "grass"
@@serg4d Without project hard to tell where is issue. Reach me out on discord, will take a look at it.
Hi .. I faced a problem at minute 5:53 and adding the Attribute filter (a yellow warning appears) in the same box belonging to the Attribute filter .. I ignored it and continued until 12:55 and the trees did not appear 😑 and I did not change the reason for the warning
@@i-fahad9069 does your Grass layer has exactly same name as the one you put in filter? It’s case sensitive so make sure all uppercase and lowercase letters are the same
@@MarisFreimanis Got the same error as the above people, Grass layer is the exactly same in layer and filter 😥
What about performance for so many trees? I'm getting like 20fps in VR on my 4090😂
@@trueairhaven it depends how you optimize your assets and PCG spawning. With good practices can have unlimited amount of trees
@@MarisFreimanis do u have any videos or planning to do one for optimisation in pcg?
Excuse,Why can't I find Mesh Information
I'm not sure if I understand issue, you can join my Discord and I will gladly help.
Could it works for actors like NPCs?
Hi! Yes, with PCG you can spawn anything, including BP actors so there is no issue with that. Probably if you want some kind of NPC respawn then I would spawn NPC spawner blueprint so it can respawn NPCs when they die since in PCG itself you would not add this kind of checks. Or you can just set NPC to fake die and fake respawn after certain time.
Hi .. How are you my friend .. I can't import trees because their version 5.3 and my project 5.4, are not compatible with each other, do you have a way to solve this problem :(
@@i-fahad9069 hi! Just click add to project, then in project window select, show all projects or something like that, find your project and at the bottom select UE 5.3. It’s gonna work just fine. I will make a video later today since I see many people don’t know it.
@@MarisFreimanis Thank you very much my friend, just keep going🫰🏻