Learn how to make a procedurally generated buildings that look real with the extra detail added by randomization and repetition of elements and with automatic decal placement for extra realistic look and feel. Control the size and the appearance of each building separately by entering the custom variables in your generation blueprint.
This will be the first part of series dedicated to creating PCG buildings with the Quixel Megascans assets for modular building generation.
I’m using the Neo Baroque Pack 2 for this example but I will show in later part of the series how to adapt to another set.
This series will give you deep understanding how to use and combine different PCG nodes in Unreal engine 5 to create stunning visuals for your games and virtual sets.
https://dev.epicgames.com/community/learning/tutorials/4JWW/unreal-engine-realistic-pcg-buildings-generation