My Procedural Island

Hi All, I’ve been using Unreal for a few days, and was inspired by some images of a procedural islands made in blender, so I thought I would have a try with unreal.

Using geometry script to generate the meshes, and a number of custom PCG nodes and functions to sample and filter PCG nodes. Many of the normal PCG point filtering and manipulating tools do not appear to work with non static meshes so custom PCG Blueprint components and functions needed to be written to accomplish the results so far.

I’ve learnt a lot and watched a ton of youtubes - i’m still trying to figure out many things.

Lots of work still to do to to parametrize this more and to ensure random seeds are controllable so that islands can be re-generated. Free assets collected from web for dev purposes. 1 Tree, 2 rocks, 1 coral, and 1 shell.




Vid of generation of many islands

can you share your project?