Community Tutorial: Introduction to Procedural Generation plugin in UE5.4

I would love to learn if it’s possible to:

— use the generation tools on bigger maps like 64 km² – 100 km² (8 by 8 kilometer and up) with one file per actor activated. The regular landscape tools can’t handle it and even get stuck on 4 by 4 km sized worlds.

— use custom spline shapes for generation.

— create bool like functions for let’s say two different forest biomes, having weighted transition from one biome to the next one.

— create overlap actors like a pre-build house blueprint which, once placed, cuts away points (trees, bushes) underneath and flattens out the landscape. (interconnection between BP’s, PCG’s and World Partition landscape)

— create micromanagement inside these systems for sub-biomes, similar to Far Cry 5’s world generation tool sets. (In detail: Viability – Species fighting for their ground and thrive, Viability Radius and Ecological succession. Which mushrooms, plants and fruits grow under special trees, generating younger trees on the outer edges of a spline/box volume while older and bigger trees appear in the middle, etc.)

— influence landscape underneath trees. Many trees with old and big roots tend to raise the underlying landscape. It would save a lot of time to drive and tweak this through the PCG nodes.

I am not looking for most detailed tutorials, but at least pointers if certain nodes already exist to assist on points mentioned above – or are in production.

Overall, looking for the bleeding edge here and how deep the rabbit hole goes at the current stage of PCG’s development.

Great work, thank you!

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