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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

Mud layer

This time, we will use the Mud layer material to procedurally spawn the plants. For this, we need to prepare the condition that will enable the content to be generated on this section of the landscape. Follow these steps:

  1. Inside the PCG Graph editor, right-click and search for the Attribute Filter node:
Figure 6.36 – Adding the Attribute Filter node to the graph

Figure 6.36 – Adding the Attribute Filter node to the graph

  1. Let’s connect the Projection node directly to the In input of the Attribute Filter node. For now, we will only focus on the top of the graph with the Spline Sampler node together with the Projection node. In this case, we will use the Attribute Filter node to create a condition that will determine whether the static meshes will be spawned on this section of the material or the other. The node will work similarly to the if statement and it will decide between both outputs coming from the Attribute Filter node: Inside Filter and Outside Filter.
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