Mastering Procedural Open World Creation with PCG and Unreal Engine 5.2
Welcome to my latest tutorial on creating a procedural generated world using the new Unreal Engine 5.2 PCG function!
In this nearly two-hour video, I will guide you step-by-step through the process of building a complete forest with a wide variety of rule sets.
With the power of Unreal Engine and PCG, you'll be able to generate endless possibilities for your game environments.
Throughout the tutorial, you'll learn the fundamentals of creating rules for procedural generation. Whether you're a seasoned developer or just getting started with game design, this tutorial is perfect for anyone looking to expand their knowledge and skills. So join me on this journey of creating a breathtaking world that's truly your own!
Mastering Procedural Open World Creation with PCG and Unreal Engine 5.2 (YouTube)
Comments (25)
where is the apply density to height node? i cant find any explanation anywhere
If you switched to unreal 5.3 they've changed it.
Hello CGDealers, i have one littel problem: i downloaded the archive, expanded it in the content folder of my project. I see the Unreal_PCG_Forest_Pro folder. But there is nothing in the folder PCG_Subgraphs like in your video. Theres nothing in the folder SubGraphs of PCG_Forest_Pro folder... Something went wrong... Do you have an idea? Edit: I'm such an idiot. I have to activate the plugin PCG to see the SubGraphs... 😊
Indeed :)) Glad that you found it yourself! Good work!
hi i just follow your pcg course and i found that there something missing when it comes to the splines how do we make the object from the spline to scatter on the landscape do we need to put a surface sampler somewhere in the basic_spline graph
Hi! I am learning from your PCG and AutoMaterial content. I am creating a level using WorldPartition for a large scale map, but the forest I created in PCG does not have WorldParition applied. Is this a problem on the engine side and can I apply PCG to WorldParition?
As far as I know PCG is still not at that phase yet where it could work and be Partitioned and unloaded when out of partition range. But with 5.3 I could be wrong. You need to test this out. https://forums.unrealengine.com/t/pcg-with-world-partition/1254155 This was from 2days ago, so it seems it still don't work.
propertyToParamData I cannot find in the nodes list or the execution node. Can you help please. Thank you again
https://forums.unrealengine.com/t/pcg-propertytoparamdata-missing-in-5-2-1/1245081 "now you can use this node “Get Actor Property” and set “Propetty Name”" PCG is changing with each update.
the 5 minute mark you show how to use the pro version... but nothing spawns when you actually use the pro version...
As you are patreon member I have a full video how to install the PCG Forest guide. The PCG Forest Pro is working for everyone else, so you are making some mistakes here and there. Go to my Install Video and download the PCG Forest Pro files. Use my files to import into your project and go from there. https://www.patreon.com/posts/unreal-engine-5-82994165 Some additional info: In order PCG Forest Pro to work you need: - PCG_Forest dropped in your scene (Which is not the forest itself to control) - BP_Forest is the asset that you need to control (But BP_Forest inside Tools Folder) - If you want paths also drop the BP_Road from tools. Tools is the folder with the actual components that you will modify.
also why is PCG_Forest blueprint not fully connect and why does it say invalid graph
I find this extremely frustrating. I followed your video, but I can't get a forest to spawn by placing the objects. I don't mind if it's a low-quality forest, but the fact that something seems broken in this pro version or your instructions are unclear for generating the PCG forest is quite annoying. if i need to place a the tool and the forest and i dont see the result ... i mean wtf you over selling and I dont mind that if you actually showed how to do it. I am using 5.2 my gpu is a 3080ti and i got 64 gigs of ram and nothing.... no forest
Hello Since I am a beginner user of Unreal Reached the video stage where you need to add a node MeshToPoint but it is not displayed( How can it be enabled? Thanks in advance for your reply)
Click "D" when you select the node to debug it (Display the boxes on your landscape) also put the PCG inside your scene so you can see it.
hey :) if I want to add another PCG system - another biome with different foliage, in a current project, I need to copy all PCG resources and relink all components with new tags?
Yes, exactly. Or expand the current PCG with bool that will enable different biom graph so that you can have the two biomes in a single pcg.
Hello again. I've combined the automaterial with the PCG system, and the result is really impressive. I wanted to ask you a question. In theory, when we go to Landscape Mode and select the Paint option, there's the Landscape Layer: Remove Foliage Layer, which, theoretically - if I'm not mistaken - removes the procedural elements placed in the material, right?
Yes, exactly. But I suggest you turn off the procedurals and use PCG. When I made the auto material PCG was not existing :)
Hi. I wanted to ask you if there is a maximum size for using PCG or if it depends on the graphics card you are using.
It always end up by how good hardware you have. If you have a PC from NASA I bet you can do whatever you want with PCG :D But some specific maximum size of some sort I'm not aware of.
Hey, just joined! :) Thanks for the great tutorials, is there a way to replicate the foliage instance to blueprint that is common with survival projects etc?
Like to collect them? As I've showed you you can create custom BP and connect it to your PCG. So yeah. It's possible.
Would we use these PCGs with the AutoMaterial that you've defined earlier? Also, I got the Flux liquid plugin for oceans. I'm trying to make a archipelago for a open world map. I'm wondering how that material would fit with everything. I'm assuming that I would reference it from the AutoMaterial, and tie it to an altitude / height to override everything else. Any tips or tricks would be appreciated.
It will be a good idea to use the auto material. Turn procedurals off and add PCG components to your map. This wil be a better way to create open worlds.
