Inside Unreal | Taking PCG to the Extreme with the PCGEx Plugin

WHAT
The PCG Extended Toolkit is a free (libre), community-driven and open-source plugin that extends Unreal Engine’ Procedural Content Generation pipeline, with a focus on building spatial relationships between points and path manipulation (and a boatload more QoL for advanced PCG workflows)! We’ll be chatting with the minds behind the work this week to show an example of what it can do & answer your questions about the project.

PCGEx Fab link | PCGEx GitHub | PCGEx Discord

WHEN
Thursday, May 1st @ 2:00 PM ET - Countdown

WHERE
Twitch
YouTube

WHO

Tim - Tech-artish | Bluesky
| Tim is a jack-of-all-trades and seasoned UI/UX director with 15+ years in both AAA and indie games. Passionate about systemic design and non-destructive workflows, he’s always chasing ways to make complex systems more accessible and powerful. Creator of PCGEx, he thrives at the crossroads of creativity, technology, and smart tooling.
Tim lives in Montréal with his partner Lorelei, and their two brilliant cats, Mir & Voronoi.

Ed Boucher - Solo Dev @ Jean-Paul Software | Bluesky | Website
| Ed Boucher is a solo indie gamedev, and “director” of Jean-Paul Software.
Previously he was working as a creative developer, releasing the incredible collection of screensavers known as The Jean-Paul Software Screen Explosion. He’s now using Unreal Engine 5 to create ‘The Last Gig’- a first-person immersive sim that sees you sneak and fight your way across London in the midst of an AI apocalypse, with the aim of putting on humanity’s last ever rock concert.
Ed lives in London with his partner Clem, and an idiot cat named Donnie.

Tina Wisdom (She/Her) - Community Manager - @TheUnWiseTina

If you’re unable to make the show, all livestreams can be viewed afterwards on-demand .

I’m really interested in how the PCGEx plugin enhances the procedural content generation pipeline, especially with spatial relationships and path manipulation. It’s always great to see community-driven tools like this evolving in Unreal Engine. I’ll definitely try to catch the livestream to learn more and see it in action. Thanks for sharing the details, Tina!

Here is a direct link to that video on YouTube, in case anyone happens across this thread in the future.