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Unreal Engine PCG Mesh Spawn

I created a PCG (Procedural Content Generation) graph in Unreal Engine to procedurally spawn meshes onto a landscape. The system uses a Blueprint interface to expose key parameters like counts, scales, and offsets, allowing artists to easily adjust the generated environment. The core of the system is a multi-pass graph that separates the generation into distinct layers: one for large cliffs, another for medium rocks, and a third for small scatter meshes. This modular approach, leveraging Density and Filter nodes, provides granular control over the distribution and placement of assets, ensuring an optimized and highly customizable result.

This demonstration presents a Procedural Content Generation (PCG) Mesh Spawner created in Unreal Engine. Using a custom PCG graph, multiple cliff variations are scattered and transformed dynamically across the landscape. The process highlights density fil

This demonstration presents a Procedural Content Generation (PCG) Mesh Spawner created in Unreal Engine. Using a custom PCG graph, multiple cliff variations are scattered and transformed dynamically across the landscape. The process highlights density fil

A multi-pass PCG graph for biome generation. I used separate sub-graphs to create a layered look, handling everything from large cliffs to small rocks. This offers precise, non-destructive control over environment detail.

A multi-pass PCG graph for biome generation. I used separate sub-graphs to create a layered look, handling everything from large cliffs to small rocks. This offers precise, non-destructive control over environment detail.

This Blueprint interface was designed for easy artist use. It exposes key parameters like Count and Scale, allowing a designer to rapidly customize the procedural output without ever touching the complex graph.

This Blueprint interface was designed for easy artist use. It exposes key parameters like Count and Scale, allowing a designer to rapidly customize the procedural output without ever touching the complex graph.

This shows the final, modular structure of my PCG graph. It separates the logic for density, filtering, and spawning to ensure an optimized and scalable workflow. This clean design makes it easy to maintain and expand.

This shows the final, modular structure of my PCG graph. It separates the logic for density, filtering, and spawning to ensure an optimized and scalable workflow. This clean design makes it easy to maintain and expand.