00:00 Watch a massive procedural bridge rise
00:03 

00:03 from nature crafted entirely in Unreal
00:06 

00:06 Engine PG.
00:14 

00:14 Would you like to have a bridge that you
00:16 

00:16 can shape and place anywhere you want?
00:21 

00:21 This is just a glimpse of this vast
00:23 

00:23 land.
00:26 

00:26 Experience the true scale of this
00:28 

00:28 landscape as we drive through it.
00:35 

00:35 Hey everyone, welcome to part two of the
00:38 

00:38 second practice.
00:43 

00:43 First in PCG, we disable the trees.
00:56 

00:56 After saving the project, we go to the
00:58 

00:58 plug-in section and enable the landscape
01:00 

01:00 patch plugin.
01:10 

01:10 Next, we create a blueprint and enable
01:13 

01:13 the landscape circle height patch inside
01:15 

01:15 it.
01:30 

01:30 Now, if you add this blueprint to the
01:32 

01:32 scene, you'll see that it affects the
01:34 

01:34 terrain based on its radius.
01:49 

01:49 In the blueprint, you can use the radius
01:52 

01:52 and fall-off settings to control the
01:54 

01:54 effect.
02:18 

02:18 Next, I disable the remaining PCG
02:21 

02:21 elements to make the scene look cleaner.
02:42 

02:42 Now I want to create a blueprint that
02:44 

02:44 contains a spline so it can extend this
02:46 

02:46 elevation in a linear path.
03:17 

03:17 here. I mistakenly add the tag only to
03:20 

03:20 the spline while it should actually be
03:22 

03:22 applied to its class. I'll fix this
03:25 

03:25 issue in the next step. In piece G, I
03:27 

03:27 add a get spline data node. Change the
03:30 

03:30 mode to world actor and type in our tag
03:32 

03:32 here. Now we need to get spline data
03:35 

03:35 node to generate points along it.
03:53 

03:53 We switch the mode to distance so we can
03:56 

03:56 control the spacing.
04:15 

04:15 Now we add a static mesh spawner. But as
04:18 

04:18 I mentioned earlier, the meshes won't
04:20 

04:20 appear because of the incorrect tag
04:22 

04:22 assignment.
04:40 

04:40 We fix the tag assignment and then add
04:42 

04:42 projection and get landscape data nodes
04:45 

04:45 to make sure the points are correctly
04:46 

04:46 placed on the ground.
05:15 

05:15 To link our patch point to this line, we
05:18 

05:18 need to add a spawn actor node and
05:20 

05:20 assign the blueprint to it. Now we can
05:22 

05:22 connect the islands together.
08:00 

08:00 Now, as an example, I want to import a
08:03 

08:03 bridge into Unreal. As you can see, it
08:06 

08:06 has one main section along with a start
08:08 

08:08 and an end. You can download this bridge
08:10 

08:10 for free in this week's update.
08:13 

08:13 If you'd like, you can also get it along
08:15 

08:15 with many other files in our commercial
08:17 

08:17 package, which is also updated weekly.
08:20 

08:20 After importing the model, we place it
08:22 

08:22 into the scene to test it and make sure
08:24 

08:24 the size and materials are correct.
09:55 

09:55 We adjust our connection point a bit
09:56 

09:56 again.
10:37 

10:37 Now we make a copy of a spline sampler
10:40 

10:40 and assign a static mesh to it.
10:53 

10:53 then assign our bridge to that mesh. As
10:56 

10:56 you can see, PCG recognizes it at a
10:59 

10:59 different default angle. So, we need to
11:01 

11:01 rotate it using transform points.
11:16 

11:16 Next, as you can see, we use the spline
11:19 

11:19 sampler node to control the spacing.
11:21 

11:21 However, the issue is that the
11:23 

11:23 connection points between the segments
11:25 

11:25 appear choppy and not smoothly joined.
11:37 

11:37 So, we add the create spline node to
11:40 

11:40 give us a linear path. After that, we
11:43 

11:43 need to add the spawn spline mesh node
11:45 

11:45 and assign the bridges to it.
12:07 

12:07 However, as you can see, there's still a
12:09 

12:09 rotation issue. We need to rotate the
12:12 

12:12 model in Blender and then export it
12:14 

12:14 again to achieve the correct result.
13:14 

13:14 As you can see, we now have a bridge
13:16 

13:16 that we can modify in any way we want
13:19 

13:19 within the environment.
14:14 

14:14 In the next step, we need to connect the
14:16 

14:16 start and end of our bridge to the
14:18 

14:18 desired meshes.
14:27 

14:27 So we add the attribute select node to
14:30 

14:30 our nodes and change its mode to index.
14:44 

14:44 Just like in a main setup, we add a
14:46 

14:46 static mesh to it and assign our mesh to
14:48 

14:48 it.
15:06 

15:06 As you can see, there's a gap between
15:08 

15:08 them which we can adjust using the
15:10 

15:10 transform point node.
15:48 

15:48 for the other side. We do the same
15:50 

15:50 thing.
16:47 

16:47 Now we can extend our bridge in any
16:49 

16:49 shape and as far as we want.
18:37 

18:37 If you'd like, you can make the scene
18:39 

18:39 more appealing by using an HDRI
18:41 

18:41 backdrop. However, we won't focus too
18:43 

18:43 much on these details. Our main goal is
18:46 

18:46 to achieve big results in the easiest
18:48 

18:48 ways possible.
19:56 

19:56 All right, friends. We've reached the
19:58 

19:58 end of this week's tutorial. I've placed
20:00 

20:00 the mass files along with the bridge
20:02 

20:02 model in a separate folder so you can
20:04 

20:04 easily use them. Thank you for watching
20:07 

20:07 and stay tuned for the upcoming weeks.