Amazing Video as always! Came across an issue that hopefully someone can assist with. I am only able to spawn one instance of my path, even when I manipulate the spline and add subdivisions. Any help would be amazing, thanks! Timestamp 18:26
Thanks for the tutorial!, just 2 fixes that i want to share for those having these problems, before starting the tutorial, turn on the plugin Procedurial Content Generation Framework, or you wont find the PCG component, and if your spline doesnt spawn any mesh, open the PCG_CopyPointsWithHierarchy, and connect the unplugged nodes, mine came unplugged for some reason, after that it should work.
Is it possible to create 2 or 3 level instances of that road asset and randomize them along the path? Would be super cool if that can be done. Amazing tutorial, thank you
Hi, ive downloaded the custom nodes from the electric dreams set, but i only have 2 show my folder and both of them come up with an error saying "Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?", im not sure what this means or what to do. would massively appreciate any help! thanks:)
Thanks for making this tutorial! But one call out for future -- it's really appreciated if you make the video thumbnail reflective of the final result of the project, rather than a stock or unrelated photo!
Hey, pivot point of my blueprint class is far from the created level (pivot point of the level is placed in the middle of it) I think the problem lies with the spline starting point - is there any solution to fix this ?
hi I'm using unreal 5.3 and double checked everything but nothing shows, I tried to replaced the copy point with hierarchy node by Post Copy Points- Offset Indices Another comment suggested to install "PCGBlueprint Element" plugin but didn't find it in the Electric Dream Folder
Hi! thank you for this tuto, it makes it all clear!!! However I noticed that if I add blueprint (assembly of bunch of SM) into the level instance, it spawn it well but the transform point mess up the layout of the static meshes contained into the blueprint actor... is there a way to apply transform to the blueprint as a single entity rather than applying random transform to each SM separatly??? Thank you
@@CGDealers Ahh okay, the thing is that in the description of the tree package it says it does have LODs so I expected a smooth performance just like in your video
Just download assets from Quixel and moving, rotating and scaling them. Nothing so special about it. Just take your time, download assets from Quixel Bridge, get a reference from real world and start mimic it. You just use Move/Rotate and Scale tools :)
I guess they substitute it with another node in 5.4. Go through the change log from 5.3 to 5.4 in Unreal official release doc and you will find what substitute it.
Is anyone having trouble on 5.4? I made some changes to my level instance of the path but its not updating to the blueprint. Its still using the 1st version that I created. I just wanted to move some rocks around. Tried hitting force regen in the PCG graph deleted the old level instance in the graph and brought it in again but it still wont update. Nevermind I fixed it lol.
@@kenjixo around 7:05 he was saying that you need to save what you changed and then on the instanced level of the mesh path you were working on you right click on script asset actions > PCG Level to PCG Settings. That should update the BP mesh with the changes you made. I guess I wasn't doing something right at first but then it just worked for me.
@@CGDealers @Bluuuee thank you guys! For the last transforms the Hierarchy node after the merge seems to overwrite them. I ended up skipping them. Don't know if you run into the same issue!
I have repeated your video more than 5 times, I have started from 0 each time, but for some reason my objects are not shown, the line appears but without any mesh, do you happen to know why this happens?
Check the PCG_CopyPointsWithHierachy node that he asked to download, it came broken and he forgot to mention on the video you need to fix it. Just look at the frame of when he has it open and copy it. You need to drag the PCG_PostCopyPoints-OffsetIndices
@@lucianogatto7949 Hi, just tried this solution replaced the node by Post Copy Points- Offset Indices and like henry said I have juste the line of the spline and nothing shows, also double checked everything. Another comment suggested to install "PCGBlueprint Element" but didn't find it in the Electric Dream Folder
@@tanyabricker7902did you get this fixed? I was having this issue and I deleted the pcg settings from my level instance and the remade it and added it back in. It then spawned my instance but I can’t figure out why it will only spawn one.
I followed every instruction and even watching other videos to complement, but for some reason my level instance is not shown, the line appears but without any mesh. I installed all the plug-ins from Electric Dreams and I migrated the custom nodes, but even with that, I can't visualize the Blueprint correctly. Please Help!!
Hello, i got to the point filter part and i get a warning saying "1/1:[PB_PCG_Spline_C_2] Warning: TargetData doesnt have target attribute/property 'trees'", its saying this for all of my point filters, if its refering to the tags, ive tagged all my assets so im not sure whats causing this, any help?
The Append Attributes Set has been replaced with a more flexible and integrated system of PCG Attribute Nodes in Unreal Engine 5. These new methods provide more control, better performance, and a streamlined workflow when handling attributes in the PCG system, especially for complex procedural content generation tasks. The overall goal is to make procedural content generation more intuitive and scalable. If you're working within Unreal Engine 5's PCG framework, you'd likely rely on nodes like PCG Attribute Set, PCG Attribute Merge, and others to achieve the same (or better) functionality that Append Attributes Set provided.
Can anyone provide me with assistance? I’m having trouble with PCG spline graph for a path. I got it to load my level instance but no matter how long I have the spline it only shows one instance. I have tried both distance as well as subdivision in the spline sampler
Copy the plugins folder from the electric dreams project to the plugins folder into your UE5.3 programs folders as you need the "PCGBlueprint Element" which is a C++ class then turn on the plugins in your project and they should be working, took me a while to figure that out lol. Hope this helps :)
you are so awesome, like you helped me here so much, i was soo sick and burnt out on trying and trying and deleting projects and then you release these awesome tutorials thank you seriously, but one question, how do ytou import the heiarchys