Unlocking the Power of Procedural Content Generation in Unreal Engine: A Step-by-Step Guide

Mastering PCG in Unreal

Mastering PCG in Unreal: From Basic Setup to Advanced Mesh Manipulations

  1. Activate the required plugins. Activate the required plugins
  2. Create a PCG (Procedural Content Generation) graph. Create a PCG
  3. Drag the newly created PCG graph into the level.
  4. Open the PCG graph file.
  5. If you search for "Mesh to Points," you will find that there are no results. search mesh to points
  6. Add a Create Points node from Spawner category, then search for Mesh to Points under the Blueprint Element Type Create Points node
  7. Insert the static mesh. Insert the static mesh
  8. If you activate debugging, you will see the result in the viewport. activate debugging

    You can activate debugging using the shortcut key d

  9. If you move the object now, the PCG result will not move along with it.debugging not working

    To solve this issue, simply drag the PCG graph to be a child of the boat.

  10. If you still see the PCG result is not working as expected, then:debugging problema. Reset the object's position.b. Use the Cleanup and Generate feature of PCG.
  11. Connect the nodes as follows, setting both the Density Remap and Density Filter**'s Point Scale to 0.1 and the **Scale Method to Relative density remap and filter
  12. Add Transform Points and Static Mesh Spawner transform points
  13. In the Static Mesh Spawner, add Mesh to Mesh Entries. adding static mesh
  14. If we now move the camera at a distance, the foliage visibility will change due to mesh LOD (Level of Detail). static mesh LOD problem
  15. Open the Mesh Editor. static mesh LOD controls
  16. Activate Nanite for the static mesh as well. enabling nanite