Summary
In this chapter, you acquired important knowledge on utilizing spline control to manage the PCG graph. You’ve learned how to configure your actor blueprint to operate with the spline component, and how to merge various PCG graphs into a primary PCG graph for use as a component within the actor blueprint.
This approach is highly effective while working with a number of objects that are generated across the landscape, offering the flexibility to adjust asset numbers in real time as you work within the viewport.
In the upcoming chapter, we will explore landscape tools and the application of landscape materials to procedurally generate content across the terrain. This promises to be an engaging way to interact with the landscape, as it allows for painting while simultaneously creating your PCG volumes in accordance with the areas you’re working on. This technique offers a creative and dynamic approach to landscape design, seamlessly blending manual customization...