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