Hey, this was great. This is one of the few videos that i watched with PCG that actually summarises the Electric Dreams Demo briefly and with sense. So thanks!
Very helpful as a new Unreal user. I wish there were some more tutorials about how to build assemblies from scratch so we could learn how to efficiently build our own pieces to add to the generation, that or edit the ones already built into the demo graph (like converting the large assembly from a rock tower to a cliff edge for canyons, etc)
To add to this, what I mean is for things like where you added the embankment area in that cleared out patch in the example @ 12:30. Instead of wet and rocky embankment, what if we wanted to use a flower patch (example of a custom assembly to add to that closed loop spline) or even another copy of the forest PCG, but with only forest floor grass and brush. There seems to be lots of tutorials about using the PCG to populate landscape, but there is more or less 0 tutorials about building and using assemblies in PCG. It's quite annoying.
Thank you for your hard work, i've been trying to get into games and modding and there is very limited tutorial. Learning your course is also helping me play around with modding in the ark devkit even tho it's stil in UE4. I'm really busy andi got at my own pace but my % in the course went from 20% to 6%. I'm amazed by the amount of content you bring and i'm glad that i paid for it. Just the section about the new PGC is over 4 hours, keep it up ! For the same content i'd have to pay over 100USD if not more
Really helpfull, thank you so much i felt a bit confused after opened this project (elecric dreams)... Now i see the infinite potential of procedural generation... ;-)
correct me if im wrong but making multiple start nodes in the same script is usually impossible in programming and I belive that that isn't possible in 5.1 or 5.0 either?
what you use insted of multiple event begin play. you do a sequence after the event begin play which lets you add more execution pins to the same event begin play
Great PCG tutorial!!! I have a question...I am trying to run through the environment wit the TPC character but seems something to do with the BP forest volume that is blocking the character from running into the environment ... any idea on how to disable this?
This is impressive, but now I have the question, how can we generate those lines with self-created meshes? That is, how can we create procedural modules that are not from the demo and use them?
The video is very good explaining all the benefits of the dream electric but no one explains (in any video) how it is packaged after putting together all these blueprints... it gives an error and no one says anything :(
I want to see the PCG build large open world cities with buildings you can enter, but not using static meshes, that always looks too "tiled". Use voxels like a photorealistic minecraft, with the new fluid flux
Awesome tutorial man! Thanks for this! You inspired us. One question, the PCG Forest BP has no collision. The BP_Third person character just passing through the cliffs, stones and trees. Can you help us on this? Thank you.
Open both levels, merge the content from the old project to the content folder of the new project then select all your assets in the old project, copy then paste them in the new project. Main take away is; you must have the content of the old project in the content folder of the new project to copy and paste to the new project.
Thanks for sharing and showing the indepth tutorial. Just a question though, is it possible that we add other megascan assets, replace or remove some assets from the procedurally generated environment? To make it more custom made pcg, using the same graph?if so how do you do it then?
couple of questions: can pcg affected by vertex color, or layers from a landscape material for a somewhat manual help? Can the procedurally placed assets be manipulated afterwards? Can it place blueprints? for example trees that you can cut down in your game.
Hi, Smart Poly , I want to ask you a question. When I open the official Electric Dreams Env map and enable ray tracing , some static models in the level instance blueprint disappear when using path tracing rendering preview. Have you ever encountered this problem?
Do you know how to increase the distance of the shadows of distant vegetation? I can't find any place to adjust it. I tried adjusting the parameters of the parallel light or the post-processing volume, but it didn't work.
Thank you for this showcase, I was curious, could Electric Dreams theoretically also be used to make full scale cities? with intricate details, and also customizable buildings?
Well while this demo allows you to copy the blueprints over to other projects and create you own environments, there isn´t a way to make this with all custom assets that are not in the demo, since every asset has its own code for where it should be placed by pcg (correct me if I´m wrong pls!)
Can PCG make animations? At present, none of the PCG tutorials mention the issue of being able to create animations. It's all about scattering objects in a thousand rate scene....
Hm the ground bp is a bunch of material instances that look awful they aren’t connected to anything just a bunch of planes intersecting and above the ground