How to Get Started with PCG Biomes in Unreal Engine 5.4

Published 2024-04-28
Unreal Engine 5.4 have introduced a powerful new method to creating expansive landscapes with the help of PCG. This allows you to create huge open worlds quickly and effortlessly.

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Discord: discord.gg/qPZm7CgD2f
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Chapters:

00:00 - PCG Biomes is Here
00:30 - Enable Plugins
01:43 - Grabbing Assets
06:09 - PCG Biome Core
12:24 - Point Filters
15:25 - Child Point Filters
17:38 - Biome Configuration
21:14 - Adding Biomes

All Comments (21)
  • @javascripted_
    Awesome video dude. High quality, great clear commentary. Exciting subject matter that people want. Props!
  • @aronforsure
    Wake up honey, new procedural generation tutorial just dropped cheers
  • @Test-xt3ys
    I love your content, I watched the live rebroadcast so I felt like I already knew some things already hehe hope your channel will blow up soon
  • @sylvaindelaine
    Thank you for this valuable and informative tutorial. I recently discovered your channel, and I look forward to more great content from you!
  • @gaguto
    Awesome video, can't wait to see more of PCG Biomes!!
  • @cwingler
    They really need to make it so the biome map texture can be painted in landscape editor mode.
  • @KBFNGG
    Great tutorial. I've been waiting for someone to actually explain some parts of the pcg biome as its modularity is extremely overwhelming, especially for newcomers.
  • Really great information here. Nicely presented too. Question though: In perusing the Sample Content folder I noticed in the Tiles sub-folder they have a bunch of Flow textures (labeled with their associated terrain tile coordinates) - any idea how this integrates into things? Seems like it's a a big factor in the logic being administered to the graphs?
  • @tehf00n
    Surprised you got so much info in this video as there isn't much info around yet. I ran through the epic tutorial for setting it up from scratch but it never covered the filters or anything. I was fine getting an initial setup with trees but when I wanted to scatter logs and rocks around them I was lost. This helps a lot. Can't wait to figure out more and see how dynamic it can be at runtime.
  • @peterallely5417
    Would be cool if they enable the ability to paint the mask in editor like the Errant Biomes plugin.
  • @Vylocity
    Super Exciting! Have you found a way to have the BiomeTextureProject be dynamic like maybe as an RVT? Possibly using material logic to form those biomes colors and locations instead of hard coding the biomes
  • @Josh_Alfaro
    Awesome content, would you consider making a tutorial on using assemblies in PCG graphs to populate a landscape like in Electric Dreams as well as making the assemblies?
  • @Preirin
    This is great - thanks for the tutorial! However, I have a question regarding landscapes where we are using an automaterial already as opposed to a blank landscape. I don't want to replace my entire landscape' I just want to use PCG assets. Do you have a tutorial on this?
  • @LetsPatrick
    hi, thanks for the great video, can you create a video on how to adapt the pcg to another automatirial like brushify
  • @kmtsvetanov
    Hello I have a question. Maybe it will be good for a video. How to use pcg in blueprints to make in two rooms 2 different biomes? One forest, one dessert. And add random layout (the ground heights and waves of the floor) ? I would love if you can give me a hint for that or redirect me to some videos. Thank you!
  • @NongBenz
    I was looking for a procedural way to generate trees and rocks. Anyone know if the meshes in this sameple are done with geometry scripting or are they static meshes?