This tutorial demonstrates how to construct a tiled path in Unreal Engine 5 using the Procedural Content Generation (PCG) framework, with emphasis on the Self Pruning Node. The Self Pruning Node is designed to eliminate spatially redundant points within the PCG graph, ensuring clean tile placement and consistent spacing across the generated path.
The walkthrough includes a parameter-level breakdown of the node’s configuration:
Comparison Source: Defines the attribute used for point comparison.
Radius Similarity Factor: Controls the threshold for spatial overlap detection.
Use Collision Attribute: Enables pruning based on collision-aware point filtering.
This tutorial is intended for intermediate to advanced users familiar with PCG workflows and aims to optimize procedural path generation through efficient graph pruning.
https://dev.epicgames.com/community/learning/tutorials/DWMK/unreal-engine-advanced-tutorial-remove-overlapping-tiles-with-self-pruning-node