UE5 Procedural Content Generator
Collection of scene assets arranged before starting on the scene. An easy way to cut the fat and only migrate what you really need.

Collection of scene assets arranged before starting on the scene. An easy way to cut the fat and only migrate what you really need.

In this PCG graph, I've separated the assets into scatter groups and added the mesh assets within the Static mesh spawner, with a density noise and variable scales in the surface sampler. The input node is set to Landscape but a Spline can also be used.

In this PCG graph, I've separated the assets into scatter groups and added the mesh assets within the Static mesh spawner, with a density noise and variable scales in the surface sampler. The input node is set to Landscape but a Spline can also be used.

Foliage Procedural Content Generator example 01

Foliage Procedural Content Generator example 01

Foliage Procedural Content Generator example 02

Foliage Procedural Content Generator example 02

Foliage Procedural Content Generator example - Forest floor close-up

Foliage Procedural Content Generator example - Forest floor close-up

I can easily place several Procedural Content Generator blueprint bounding areas to fit around specific scene assets.

I can easily place several Procedural Content Generator blueprint bounding areas to fit around specific scene assets.

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.

UE5 Procedural Content Generator

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.

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