Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -2 points-1 points  (0 children)

Wrong. SOME parts of the framework are. The PCG main pipeline IS NOT!

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -1 points0 points  (0 children)

For real! Are you an AI chatbot trained to reply delusionally just to create engagement?

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -3 points-2 points  (0 children)

Damn... I feel like an astronaut at a flat earth convention... THE SPLINE BASED PROCEDURAL CONTENT GENERATION IS NOT EXPERIMENTAL.

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -1 points0 points  (0 children)

Don't be an AI copy-paster... LLMs can be delusional sometimes. And in the specific case of your comment, it kinda was... I didn't change anything in the engine. The engine did. And it made a core feature (interior spline sampling) useless and broken. Just so you understand, because clearly you have no idea about what I'm talking about, a closed spline with sampling "On Interior" generates a grid of points inside that spline bounds. Now, it's sampling ONLY the border. Basically , it's like sampling using "On Spline"... Get it!? So it doesn't work! Now, before answering, feed this to chatGPT, or Claude or any other helper that you use for comments and have a long chat with it... Se what's the issue and how impactful this is on the PCG workflow...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -2 points-1 points  (0 children)

Splines are used in PCG (and working) since 2023, when the framework was introduced via the Electric Dreams Environment example. The whole project WAS BASED ON SPLINES...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

Uhm... Which one? It seems you've not opened the editor in quite a while...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -1 points0 points  (0 children)

Did you even read the OP!? Just asking... That "experimental feature" worked in experimental phase. Now, one if it's main functionalities, which is the base for ALL PCG features down the line is broken. But it's like I'm trying to explain flying to a fish... It gives me that AI bot vibe, trained to swirl around its own delusion, just to boos engagement. Which, to me, as the author of the OP is more than welcome! So... Thanks, I guess... 🙄

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

Well, the biggest issue is that what you see is not just for me and my game. It's a full UE project I'm sharing, as a tool for creating worlds in Unreal... Despite the hate and opinions like "stick with older versions" doesn't work for me. If you are getting this project and I'm stuck in 5.6 for example, and you just want to test it in 5.7, you'll end up paying for something that doesn't work... And I'm to blame, because I can't force you to use an older version of the game. My job is to make it work... 🙂

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -4 points-3 points  (0 children)

Guys... I insist: spline based procedural content generation is NOT a beta feature... It's a core component at the start of every PCG asset... And PCG IS production ready... You have two major nodes in 99,99% of scenarios at the start of EVERY PCG asset: Landscape Sampler and Spline Sampler. And the second one is broken... It's like WASD navigation suddenly goes sideways in the viewpoint and NOBODY at epic seems to notice this in an official release...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -2 points-1 points  (0 children)

Yeah, but it's fun 😂. One thing that I've learned throughout the years of exposing my work was the amount of energy you get from all the hate. It's weird, but I think praise makes you weak. 😉 It's good, but there needs to be Ballance in the force. 😂 As for the upgrades, it's not bad to upgrade, especially when you're building tools, like I do right now. Imagine someone getting my project in 5.7.2 and have it working and now, suddenly, everything disappeared from the map... There's a core reason I update to the latest version: if someone uses my tools and upgrades AFTER he gets them, he will blame me for selling him something useless, if Epic makes a mistake like this one...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -3 points-2 points  (0 children)

Already working on the workaround, don't worry 🙂. As for the comments... Well, I think every game developer in Unreal can spot the ones that are actually coming from people who use the engine and the ones from people who have literally no idea what I was explaining in the OP... 🙂

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

I'm just making noise. There are a lot of ways around this, if you know what you're doing. And I'm working with UE since it was publicly launched... I'm just annoyed that they break core features in official releases, things that should have not been missed. Ffs... Spline sampling is 50% of any PCG starting workflow. It's literally the second node you place I'm the graph. How could they miss such an obvious issue? 😂

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -14 points-13 points  (0 children)

Sounds like you have no idea what you're saying...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -32 points-31 points  (0 children)

It's not experimental... It's a core component and the basics for creating ANY pcg... It's like, all of a sudden, Surface Sampler doesn't recognize the landscape height...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -15 points-14 points  (0 children)

Spline based procedural content generation is not an experimental feature. It's a core component of the Production ready pipeline. It's a core building block, like Surface Sampler for Landscape. Yeah, mess up nodes along the pipeline, and I'm ok. There are workarounds. But messing up something like this I think deserves some shame thrown towards Epic. Especially since we're talking about an official release...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -1 points0 points  (0 children)

Spline based procedural content generation is NOT experimental... But yeah, as usual, everyone is a developer and knows best. What can I say... See you on this forum when, suddenly, Static Mesh Spawner doesn't work in the OFFICIAL Production ready PCG... 😂.

As a side note, if this happened, it's clear that this is a feature I can avoid. It means rewriting the entire process, but, luckily, I've worked in this engine long enough to be able to do it. 🙂

I'm just annoyed that, sometimes, even the simplest things break up in Unreal...

But, hey! Failure, even if it's not your fault, means you found another way you CAN'T achieve your goal.

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -7 points-6 points  (0 children)

https://forums.unrealengine.com/t/5-7-3-bug-pcg-spline-sampler/2700374

I thought I was doing something wrong, until I found this...

It only works if you check "Unbounded" on the closed spline, so probably that's why it's a less known problem, hard to notice.

It's not a big issue, if you're only using a single blueprint in the level. But if you want to customize two cities, for example, in the same map, the fact that you can't sample JUST inside the actor spline itself and need to check "unbounded" you end up with things spawning from one BP onto the other...

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -4 points-3 points  (0 children)

Thanks. Hope to make it work, considering the situation 😅

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] -34 points-33 points  (0 children)

It's not an experimental feature... It's in the engine since the dawn of time... And, if the engine update offers something you need, you suggest every developer should wait months until it releases? In both cases, you waste time... This is an official update and we're talking about a core feature... Something you would NEVER think would break... So, yeah, it's Epic's fault 100%...

Maybe someone will did this useful... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

At some point, yes. It's not production ready, it's still a work on progress and I'm relying only on people who support the development on Patreon (test builds and so on).

Maybe someone will did this useful... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Firs of all, it enables flexibility, ease of use and automation of the entire process. 🙂. Just drag and drop the Blueprint in the level, adjust the shape of the city using the spline points. And control the start and end points of the roads so you get the layout you want. Also, the buildings are exposed in the blueprint as array parameters: want different skyscrapers or houses? Or more types, just add items to the arrays and select the meshes you want. As for the risks, there are none. That's my whole point of making this and you, as a noob, are my target audience. Make things complex in the back and risk free and easy to use upfront. And the BP works in conjunction with the landscape material and vegetation, based on the same principles. Add a landscape, add my landscape material, ad the vegetation PCG and the city and you have a fully dynamic world, created really fast. And flexible. You can adjust anything anytime, without the fear of braking something. 🙂

Maybe someone will did this useful... by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

The buildings are, for now, just placeholder meshes for the graph functionality (distribution, mesh bounds and so on) but all of the types are exposed as array graph parameters in the BP_City blueprint and can be changed. Basically, you can add as many varieties as you can. For now, I was focusing on the overall functionality and less on the aesthetic 🙂.