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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

Getting familiar with models

In this chapter, we will utilize the existing assets from the Megascan library. We’ll choose the grass model from the Content | Megascan folder:

  1. Navigate to STF | Pack03-LandscapePro | Environment | Foliage | Grass and search for the grass model.
Figure 4.1 – Locating the SM_PlantGroup01 static mesh

Figure 4.1 – Locating the SM_PlantGroup01 static mesh

  1. The next step of this part is to turn on the Nanite mode for each mesh. With those models selected, right-click on one of the models and tick the Nanite mode at the top of the menu.
Figure 4.2 – Enabling the Nanite support

Figure 4.2 – Enabling the Nanite support

We are done with this section; let’s move on to more practical fun. In the next section, we will be adding the variables inside the Actor Blueprint and we will be setting up variables and Box collision component.

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