Hello, I have been searching with no success, so here is my question, can you spawn something else like Static Meshes Foliage with PCG? I have a code that let me harvest trees and rocks when using Static Mesh foliage but PCG can spawn just Meshes based on my search. Now, if the answer is no, we can spawn just meshes, then, can I convert PCG into foliage or raw static meshes that I can select and move? Thanks Ahead for any help!
Thank you so much Recourse Design, I saw the spawn actor node but I did not even think about changing the option to no merging. I’m still not able to spawn the Static mesh foliage directly, but it worked with the blueprint code I have. The issue is that is very heavy as it is not a foliage, Would be nice know to get foliage integrated with PCG so we can even paint it out like we can do with Procedural Foliage and it will be much lighter on the engine. You are awesome! Thank you so much! This is a good start.
Any one there that can help? Thanks
I’ve added the ability to harvest PCG/Foliage meshes into Blueprints and also to move Blueprints/actors meshes back to Foliage into rdBPtools:
I’ve submitted the update with that in to Epic - so hopefully in the next day or two it will be updated on the marketplace:
ok, so with this plug in I can convert PCG to Static Mesh Foliage? And once I convert It, I can go to Foliage mode (Shift + 3) and paint my foliage out if I like? Let me know, Thanks!
Spawning an actor directly I guess is better than nothing at the moment but seems like a band aid more than anything as you would not want to do that for all the harvestable foliage on a map. From what I can see the graph completely ignores the component class. If it would spawn the correct component then all would be fine, but no matter what you put in that field it only spawns a HISM even though the standard ISM components show up.
Yes, you convert the PCG meshes into a Blueprint, there you can either copy the meshes directly into foliage as separate meshes in their current positions, or merge them into a mesh and use that in foliage to paint. (The new version is live now too)
ok, I was able to make them into individual Static Meshes with you tool, now how I make them show up in Into Static Mesh Foliage in the foliage Menu?. I also have been getting this error: LoginId:919d318241d7ddb5b5c45c83ea32ed62
EpicAccountId:3ba49f8143dc41e28d58d85740e0d972
Assertion failed: FindObject(Outer, *NewBPName.ToString()) == 0 [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp] [Line: 421]
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UnrealEditor_rdBPtools!rdBPclass::CreateFromActorList() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_CreateFromSelectedActors.cpp:147]
UnrealEditor_rdBPtools!rdBPclass::HarvestInstancesFromActorList() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_HarvestInstances.cpp:114]
UnrealEditor_rdBPtools!rdBPclass::HarvestInstancesFromSelectedActors() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_HarvestInstances.cpp:40]
UnrealEditor_rdBPtools!TBaseRawMethodDelegateInstance<0,FrdBPTools,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\RocketSync\5.2.0-25360045+++UE5+Release-5.2\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:424]
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I was Able to make them Static Meshes and Blueprint using this option Harvest Instance > To level or To blueprint, where is the the option To Level as Foliage?
Here is where I would like them to show:
Also when The PCG is Converted to Static Mesh They are named StaticMeshActor, could you Change the code so When It is converted It get the name of The PCG Volume Selected? In This Situation The PCG Volume is Called “TreesA” and would be Convenient to have the Meshes Named as “TreesA_SM” and put in A folder with the same name as well. That would be wonderful! Thanks
Yep Seem like the component class is not working the way we think it should work for sure.
I’ll get back to you in more detail very soon, but for the foliage, there is an option “Move to Foliage” when right-clicking on the blueprint (or selection of actors).
Also at the moment, if you try to make a Foliage from Blueprint it creates a Static Mesh Foliage Save for every Mesh, so If I have 100 meshes on my PCG volume but It is formed of Just One specific Mesh(a tree mesh for example), it Saves 100 Static Mesh Foliage on a folder. One for each scale and rotation. At least it is what seems to be doing on my side. Would be great to have One mesh showing on my Foliage Mode (Shift+3) but with 100 instances. I hope this feedback can help you explain what I’m doing wrong, or help you improve the functionally of your tool. I’m happy with the tool so far as I can use it with other tool I have to make the Meshes into Static Mesh Foliage, but If you can do some small changes It will be even better. Thanks for now!
Any chance you could let me know what actors you had selected when you get this error?
Also when The PCG is Converted to Static Mesh They are named StaticMeshActor, could you Change the code so When It is converted It get the name of The PCG Volume Selected? In This Situation The PCG Volume is Called “TreesA” and would be Convenient to have the Meshes Named as “TreesA_SM” and put in A folder with the same name as well. That would be wonderful!
Yes that sounds like a good idea - I’ll get it using those names.
Would be great to have One mesh showing on my Foliage Mode (Shift+3) but with 100 instances.
Oh, that’s odd! It should be one mesh with 100 instances, I think I’ve introduced a bug - I’ll fix that! (It should be checking for an existing FoliageType but that doesn’t look like it’s working)
ok, So the error is is happening when cancel Save foliage to folder, I click on the blueprint and try to convert to foliage then cancel the save save foliage to folder. After saving 10 or more times, I got tired and Canceled, then the Engine Crashed and I got that error.
I cant wait to see your new change to the plug in. Thanks for all the help!
Found it and fixed it - now I’ll just change that naming and get it to find existing foliage types.
DM me if you want, and I’ll send you a link to an updated version once I’ve done it…
Edit: a new version has been submitted to Epic with the fixes.
Thank you very much! Let me know when is up for download then, I will wait for the epic version.
It’s available now.
Wonderful, The plugin works very well! Problem Solved, just use rdBPTools from RecourseDesign. rdBPtools Tutorial 20 - Recourse Design ltd.
Thank you very much for your great work!
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