For those people like me who are rank and file newbies - at around 3:30 ... 1: Mesh Entries, click the + inside the circle to add a new element 2: Click the expand arrow for index 3: Click the expand arrow for Descriptor 4: Leave Component Class at HierarchicalInstancedStaticMeshComponent 5: In the "Static Mesh" section, click dropdown to the right the box with the cyan line at the bottom that says "none" 6: To the right of the "Browse" (Search Assets) line, click the cog icon (settings) 7: Make sure that in the Content area, "Show Engine Content" is selected, then click the cog again. 8: Now you will see all the assets and be able to select the cone. Also, if you're following along and there's a bald patch in your forest (like a noticeably missing patch of trees), then go to the landscape tools, select erase, and run the eraser over that patch. Once you release, the trees should appear. Dunno what's goin' on there, but that solved it for me.
At around 5:20 when adding your tree meshes, instead of creating empty array elements and dragging each mesh indivualy, you can select all meshes and drag and drop onto the 0 array elements label. UE will create an element array for each mesh. Also later on with the saplings and seedlings.
Great video thanks! Can you help with an issue please? The materials which I made in the new material designer look great in viewport, but when rendering with the movie render queue all materials are missing and render black with the following error message: “Detected 2 read-only materials with missing niagra usage flag required to work properly with cloner” In other posts I’ve read to open the materials in the main UE mat editor and make sure that in the materials niagra usage settings that “use with Niagra mesh particles” is checked… But mine are already checked!? Any advice appreciated Many thanks
Great video thanks! Can you help with an issue please? The materials which I made in the new material designer look great in viewport, but when rendering with the movie render queue all materials are missing and render black with the following error message: “Detected 2 read-only materials with missing niagra usage flag required to work properly with cloner” In other posts I’ve read to open the materials in the main UE mat editor and make sure that in the materials niagra usage settings that “use with Niagra mesh particles” is checked… But mine are already checked!? Any advice appreciated Many thanks 😊
Love your tutorial here! Easily digestible, and a nice workflow with an excellent amount of depth! Question: My trees are all "growing" perpendicular to the landscape (which is very "hilly" in my level). The tree materials have "normal" placement turned off already. How do I get them to place vertically to a world value instead of perpendicular to the landscape within this workflow? Thank you so much for your time and energy in making this tutorial!
Just for anyone else following this wonderful tutorial that comes across the same issue, here's the solution I found after a day of digging through the internet! Open the PCG Volume in which you've been working. Highlight the "Transform Points" node within each group's (trees, saplings, seedlings, etc.) workflow. Off to the right, in the settings window, check/tick the box for "Absolute Rotation". I don't know if this will have some adverse later on, but for now, it does the trick!
Amazing tutorial. As you were fast in showing still i understood. Need to watch this video again as i'm new in unreal. Final output is amazing..... Please make more videos like this
For anyone new watching, with Gaea 2.0, you can now download and enable Gaea to Unreal plugin and Unreal will automatically import your Gaea heightmap for you without the hassle of calculating. (Works with UE5.3 and UE5.4)
This is great! But how do I now combine this with crouching, jumping, attacking? I added my attack input and montage but I believe the motion matching keeps overwriting/interupting it. Also my character which I imported also converted and imported from maximo seems a little warped/deformed and I don't know why.
Thanks for the tutorial! Following along but - unable to find 'SparseVolumeMaterial' after my search using 'sparse'. Have searched for the file in the UR directory. It's there, but I can't access it for within my program. Any help much appreciated!
"If someone encounters the 'Nanite mesh sharp' issue in version 5.4.3, they can find it in the Material under Nanite->Displacement. Adjust the Magnitude to 0.05 and the Center to 1. These two parameters can be modified according to individual needs."
You maintain an account on all social platforms though your portfolio is very inconsistent and unprofessional. You're just trying to make a buck off teaching UE because it's the hot thing right now. Plus you're hiding any and all personal information everywhere. It's not what builds trust. Marketing 101. Based on your thick accent I'd say you are Middle-Eastern.