Non-destructive Seeding example
The Procedural Content Generator blueprint bounding box can be manipulated using the editor transform scale parameters.
The environment landscape can be changed and the procedural content with regenerate appropriately.
The Procedural Content Generation is a landscape game changer. It's pretty amazing and I'm looking forward to creating more complex scatter graphs in the future. The framework in Unreal Engine allows artists and designers to procedurally generate content in Unreal Engine without the need for any external tools or additional 3rd party plugins. It works using the hierarchical instanced static mesh system and currently, it doesn't work with Nanite. This can be turned off on the static meshes directly, and any other assets using transparency such as leaves, otherwise they will have black lighting patches.