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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

Improving and modifying the PCG graph

In this section, we’ll dive into the PCG graph and focus on adding and tweaking several nodes to improve the overall efficiency of the PCG tool.

For this exercise, we will add the Pack03-LandscapePro asset, and this time, it will be a grass asset that is procedurally spawned on top of the rocks:

  1. To find this asset, go down to UE5_PCG_Chapter_04 | STF | Pack03-LandscapePro | Environment | Foliage | Grass and search for SM_PlantGroup01.
Figure 4.11 – Locating the SM_PlantGroup01 grass foliage asset inside the Grass folder

Figure 4.11 – Locating the SM_PlantGroup01 grass foliage asset inside the Grass folder

  1. Everything is ready to work with our example and you can close the asset menu for the plant static mesh. Let’s kick things off by opening your PCG_Generator graph in the content browser. We’ll examine its structure and begin incorporating the necessary nodes for this exercise.
Figure 4.12 – Opening the PCG_Generator PCG graph

Figure 4.12 – Opening the PCG_Generator...

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