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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 the foliage assets

As we progress through this chapter, we’ll be using PCG model assets that I have specifically prepared for this exercise. These models originate from the PCGPplugin folder, but I have modified them to better suit our needs:

  1. Navigate to the Models folder and you will find two models, which are called PCG_Bush_01 and PCG_Tree_02.
Figure 8.1 – Getting familiarized with the PCG models

Figure 8.1 – Getting familiarized with the PCG models

  1. As part of the model preparation process, we have to enable Nanite mode for each provided mesh in this example. Like we always do in this part of the exercise, right-click on each mesh and enable Nanite mode.
Figure 8.2 – Enable Nanite mode on each static mesh

Figure 8.2 – Enable Nanite mode on each static mesh

LandscapeTexture

This exercise focuses on distributing foliage spawn across the landscape using a specific approach. What’s interesting is that the plugin allows projecting texture information onto...

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