Version 2.0 Update!
Documentation: https://www.embeddedtechno.com/pages/PRG/index.php
Demo Videos: https://www.youtube.com/@EmbeddedTechno
Description
Create procedural roots and vines directly inside Unreal Engine with a workflow built for environment art, level dressing, and overgrowth work. Start with built-in presets for fast results, or switch to Expert Mode when you want precise control over branching, shaping, surface interaction, mesh generation, flow direction, and simulation behavior. Generate directly from the actor, or drive the result from external spline components placed anywhere in your level, then bake the finished result to Static Mesh assets or export it as a Runtime Growth Actor for animated playback.
This plugin is designed to move cleanly from quick generation to art-directed control. Use it to build root systems, climbing vines, surface-wrapping growth, overgrown architectural detail, and organic barriers for ruins, cliffs, walls, tunnels, and similar scenes. Multi-tier branching, attraction support, advanced shaping controls, and surface-aware tracing make it easy to block in a result quickly and then refine it without leaving the editor.
The plugin also includes a Barrier Actor for generating organic barriers across openings, plus an Attraction Actor for guiding roots or vines toward sampled points or target surfaces. For animation workflows, authored growth can be exported to Runtime Growth Actors for reveal, spread, and regrowth-style effects. The runtime system is included and useful, but it is also the most performance-heavy part of the toolset on dense setups, so it should be used with hardware cost in mind. Optimization efforts are on-going.
Visually, the plugin uses a custom flow-aligned material workflow rather than triplanar projection. The shading and mesh payload pipeline is built around directional flow data, authored seam and twist continuity, and tangent support intended for custom root, vine, and barrier texture sets that follow the direction of growth more naturally across branches and attachments. Nanite support is enabled by default.
A dedicated PRG editor tools tab is also included to give you a more focused utility-style workflow inside the editor, with actor-aware category filters for roots, vines, and barriers.
Core Features
Procedural Root Generation
Create organic root systems using internal generation or external spline guidance, with multi-tier branching, attraction influence, surface crawling, climbing support, and detailed shaping controls for more natural results.
Procedural Vine Generation
Generate climbing and wrapping vines for walls, ruins, cliffs, tunnels, and overgrown environments. Vine workflows support internal parent generation, external spline workflows, multi-tier branching, attraction support, and advanced surface interaction controls.
Presets + Expert Mode
Start quickly with built-in presets for roots and vines, then move into Expert Mode for deeper control over generation, shaping, meshing, and simulation settings.
Internal and External Spline Workflows
Generate directly from the actor in internal mode, or use spline components placed elsewhere in the level to guide the final result. This makes it easy to block out roots and vines exactly where you want them.
Advanced Surface Interaction
Roots and vines respond to terrain and world geometry through trace and sweep-driven surface logic, including crawling, wall-seeking, climbing, edge rounding, wrap-around handling, and surface-aware contact behavior.
Advanced Shaping and Simulation
Fine-tune thickness, taper, smoothing, avoidance, curvature response, organic cross-section shaping, gravitropic behavior, and other simulation-driven controls to push results well beyond simple tube generation.
Flow-Aligned Material and Texture Workflow
Built around a custom flow-aligned shading workflow with directional flow support, seam and twist continuity handling, and mesh payload data intended for custom root, vine, and barrier textures.
Multi-Tier Branching
Build more believable organic structure with parent, primary, secondary, and tertiary growth tiers, each with its own control over count, length, thickness, taper, and behavior.
Static Mesh Export
Bake generated results into Static Mesh assets for production use, with Nanite-ready workflows and export scope controls for selected branches, tiers, or full generated sets.
Runtime Growth Export and Playback
Export authored results into Runtime Growth Actors for reveal and regrowth-style playback. The runtime system supports cached playback data, forward or reverse growth, and a live tip/body split, but it is also the most performance-heavy part of the plugin on dense scenes. Optimization efforts are on-going, for now we recommend using this feature on high-end hardware only.
Custom Editor Tools Tab
A dedicated PRG editor tools tab provides a focused utility-style workflow inside the editor, with category filtering for roots, vines, and barriers.
Attraction Actor Included
Use the included Attraction Actor to scatter influence points in a volume or across a target actor surface, then guide root and vine generation toward those areas.
Barrier Actor Included
The plugin also includes a Barrier Actor for generating organic barriers across openings, with pattern-based strand generation, meshing, and runtime export support.
NOTE: The environment shown is the Hemlock Forest/Jungle by Leartes Studios. The environment and assets shown in the images and demo videos are NOT included.