PCGs on Tileset

Hi!
Just getting stuck on adding PCGs to the tileset.

I got a PCG to work with the cube and a world ray hit and surface sampler…
but then attempting to get my Spline PCG to work similarly is an issue…


both in the view…


splines version not working


PCG for spline BP…

How do I project / hit the points onto the cesium tileset?
Cheers
Brad

I haven’t played much with the Procedural Content Generation stuff yet, so I don’t know.

In what way is the spline version not working? Any theories about what’s wrong?

The tricky thing with 3D Tiles, of course, is that they change (and even disappear entirely) based on the camera view. Beyond that, though, they should be relatively normal static meshes. Prior to version 1.28.0, they would have a negative scale (due to glTF being right-handed and Unreal being left-handed), which could cause some subtle problems. But that has been fixed in the version released this week.

Thanks Kevin.
I think a way to sample the cesium 3d tile surface so I can project onto is the way to go. I just haven’t got anything to work yet. Attempted to sample the entire 3d tileset, but that ends badly :slight_smile:

Sample in what sense? Do you mean to compute the terrain height at a point?

I just need to project the points to the 3d tile map so i can spawn actors in the correct location…


You can see placing the actual PCG box into the level raycasts points onto the 3d tile set…


not too sure how to project or raycast points onto the tileset when using my Spline Blueprint…

Maybe you can try using the World Ray Hit Query node with Projection node. Something look like this:


Learned from https://www.youtube.com/watch?v=PXTOebBmh7E

I usually do the World Ray Hit Query and then connect it to a surface sampler.

Is there a difference compared to hooking it into projection?