Wouter Weynants - PCG Geometry Decals

Place high-fidelity geometry decals directly onto Unreal landscapes—automatically conforming, displacing, and blending into terrain with Nanite-ready results.

Perfect for photogrammetry workflows, stylized terrain detailing, and cinematic-quality environments.

[Showcase Video] | [Join the Discord]

Features

Drag & Drop— add actors to your scene that auto-generate PCG-driven geometry on placement.

Terrain-Conforming Geometry — decals snap to the underlying landscape.

High-Resolution Displacement — sculpt layered surface detail using real heightmap-driven geometry.

Full Artistic Control — customize material, displacement, falloff, radius, UVs, and resolution—directly from the Details panel.

Nanite Baking — convert decals to optimized Nanite-ready static meshes for runtime use.

Lightweight & Fast — async PCG means instant feedback and non-blocking edits.

Ready-to-Use Examples — includes master material and preconfigured child blueprints for fast iteration.

Use Cases

Photoreal terrain stamping — add cliffs, soil, or gravel with full geometric depth.

Stylized environments — create layered terrain elements with clean artistic direction.

Lookdev and kitbashing — iterate terrain compositions quickly and visually.

Games and cinematics — add micro-terrain variation without touching the landscape material.

Quickstart

  1. Drag a BP_GeometryDecal_* actor from /Game/PCGGeometryDecals/Demo/Examples/ into your level (these are ready-made variants with materials and textures preassigned) -or- Subclass BP_GeometryDecal and assign your own material + height texture.

  2. Adjust radius, height intensity, falloff, UV tiling, resolution, etc.

  3. Select one or more decals and right-click → Scripted Actor Actions → Bake to Static Meshes.

  4. Enable Nanite on the resulting mesh if needed in the popup window settings.

This blueprint is Editor-only.

To ship in-game, bake all decals to Nanite static meshes.

Credits

Demo content includes textures from PolyHaven (CC0 license).

Please consider supporting them on Patreon.

If you made something pretty with this, please do share it with me here or in my discord server!

does this only work on landscape geometry or can this be done to polygonal terrain as well.

For now only on landscapes. I may include your suggestion in a following update if it proves useful, good idea!

See the blueprint in action by Chujo Hiroto as seen on X:


Just encountered an issue where Unreal might either crash or not render the decals when or if they are spawnable inside the sequencer. Can you replicate this error?

Hi Arthur,

I tried to replicate your issue but could not make it crash myself:

Have you any more specific steps I can use to recreate your scenario?

In truth, the blueprint is not designed to be compatible with sequencer spawning like this at all. The advised way is to set up the BP visually as you like and then convert it to a static mesh which you can use inside the sequencer much more reliably. Would this be an option to you?

Cheers,
Wouter