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Procedural Content Generation with Unreal Engine 5

You're reading from   Procedural Content Generation with Unreal Engine 5 Harness the PCG framework to take your environment design and art skills to the next level

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Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781801074469
Length 488 pages
Edition 1st Edition
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Author (1):
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Paul Martin Eliasz Paul Martin Eliasz
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Paul Martin Eliasz
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Table of Contents (17) Chapters Close

Preface 1. Part 1: The Fundamentals of Procedural Content Generation
2. Chapter 1: Introducing Procedural Content Generation FREE CHAPTER 3. Chapter 2: Let’s Create Our First Forest! 4. Chapter 3: Building Blueprints with PCG Component 5. Chapter 4: Developing and Optimizing the Procedural Content Generation Tool 6. Part 2: Harnessing the Power of PCG in Unreal Engine 5
7. Chapter 5: Building Spline Controllers with PCG Graph 8. Chapter 6: Building a PCG Graph with Landscape Materials 9. Chapter 7: Let’s Build a Building Using the PCG Spline Controller 10. Chapter 8: Building Biomes: Mastering PCG for Rich Environments 11. Chapter 9: Creating Dynamic Animated Crowds with PCG 12. Part 3: Mastering Optimization and Elevating Your PCG Environments
13. Chapter 10: Exploring Optimization, Debugging, and Performance Tools 14. Chapter 11: Cheat Sheets, Extra Tips, and Shortcuts 15. Index 16. Other Books You May Enjoy

Ground layer

In this section, we’ll employ the same strategy we used for the Mud texture material layer. We’ll replicate the existing setup and switch out a few conditions with the new Attribute Filter node. Let’s begin!

  1. Inside the PCG graph, select the nodes that are shown in Figure 6.50. Duplicate the nodes (press Ctrl + D) and place those nodes as shown in the figure:
Figure 6.50 – Duplicating all the nodes

Figure 6.50 – Duplicating all the nodes

  1. Connect the duplicated nodes to the second Projection node (Figure 6.51):
Figure 6.51 – Connecting the duplicated nodes to the second branch with the Projection node

Figure 6.51 – Connecting the duplicated nodes to the second branch with the Projection node

  1. Select the new Attribute Filter node that is connected to the second Projection node. This time, we need to set its Target Attribute name to Ground:
Figure 6.52 – Adding Ground as the Target Attribute name

Figure 6.52 – Adding Ground as the Target Attribute name

  1. At this point, we’ll utilize the tree...
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