Building Spline Controllers with PCG Graph
In Chapters 3 and 4, you made remarkable progress by mastering the utilization of your own Procedural Content Generation (PCG) blueprint. This technique empowers you to customize PCG components, thereby constructing your personalized PCG tool, including the techniques that aid in optimizing your static mesh assets
Chapter 5 presents a distinct approach to PCG, offering an engaging opportunity to delve deeper into understanding a PCG tool. This time, we will employ spline controllers to achieve outcomes akin to those in previous chapters, such as Chapters 2 and 3. Utilizing spline controllers is pivotal in this book, providing comprehensive and flexible control over your PCG tool.
Within this chapter, you’ll get into crafting a small forest with a river body flow. Additionally, you’ll integrate the Unreal Engine water plugin to create rivers and discover how to manipulate them within Unreal Engine 5.
This chapter is divided...