Summary
In this chapter, you learned how to create your first PCG tool that procedurally generates a forest! You also gained a thorough understanding of the most used nodes to generate different types of foliage on terrain, as well as different nodes, such as Self Pruning, Bounds Modifier, and Difference, to help organize a structure and diversify the selection of spawned static meshes on a landscape.
Additionally, you mastered the techniques to optimize and enhance the performance stability of your designated PCG graph, along with how to implement those strategies to boost the performance of your PCG volume. This insight will help to evaluate the quality of your PCG graphs and improve the efficiency of your procedurally generated system.
In the next chapter, we will learn how to create more complex and fun PCG graphs with the use of Blueprints, delve into further optimizations, and learn the basics of integrating PCG graph components into Blueprints.