Realistic PCG Buildings in Unreal Engine 5.4 - Tutorial Part 1

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Published 2024-05-11
Learn how to make a procedurally generated buildings that look real with the extra detail added by randomization and repetition of elements and with automatic decal placement for extra realistic look and feel. Control the size and the appearance of each building separately by entering the custom variables in your generation blueprint.

This will be the first part of series dedicated to creating PCG buildings with the Quixel Megascans assets for modular building generation.

I'm using the Neo Baroque Pack 2 for this example but I will show in later part of the series how to adapt to another set.

This series will give you deep understanding how to use and combine different PCG nodes in Unreal engine 5 to create stunning visuals for your games and virtual sets.

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00:00 intro
00:45 Demonstration
03:50 Creation of the Blueprint and PCG graph
05:25 Adding Variables in the Blueprint
07:35 Explaining the placement of walls
12:30 Generating the walls PCG Graph points
21:45 Use parameters for calculations and better reusability
25:00 Use the values from parameters instead of just numbers
37:10 Generating the corner PCG graph points
44:00 Spawn Pillars and walls
53:11 Spawn corners
55:50 Use the variable from the blueprint as parameters for the subgraph

All Comments (11)
  • @Gaientv
    one of the most underrated chanel for UE !! keep going and thank you for the good work !
  • @juanmaldini9904
    Perfect video and good ideas using parameters. like the fence video, good work!
  • @arrowsdev
    thank you isn't enough sir , but thank you for the awesome tutorial
  • @sashadeblock3132
    This video was beyond helpful, thank you for taking the time to guide others trough the PCG system. However, I feel like it would be a lot easier to follow along if you'd give all the values you reuse specific names instead of copy pasting the nodes multiple times. It was difficult for me personally to follow along when multiple nodes where being copied all over the place. Defining them under a name or even using a comment would really elevate your content to the next level, thank you again for taking the time to create this video.
  • Great tutorial! A life savor for the project I'm working on. However I encountered errors from Get Actor Property, which states "Fail to extract the property on actor BP_Building". How can I fix it?
  • @MatrixNetworx
    Do you Have a Patreon? I would love to get the project files to compare with. Great Job!
  • @SAYRESS
    does that support vertex paint for making this pattern less noticeble?
  • 42:00 I can't recieve any data from intersection nodes and I can'see them on debugging. I am using unreal 5.3. Any Solutions? Please
  • @frazaobr
    Thanks for this DK, I will try to replicate in my asset pack project for the next update, if you have more nice urban PCG porn to share, please :face-blue-smiling: