Examples of using PCG in Unreal Engine 5.6.1
- Unreal Engine 5.6.1 or greater.
- Procedural Content Generation Framework (PCG) - Version 0.2
- Procedural Content Generation Framework (PCG) Geometry Script Interop - Version 0.2
Additional plugins may be required in the future (PCG Biome Core, etc...)
Using Blueprints to spawn and manage PCG graphs.

Creating caves as dynamic meshes (which follow splines), saving them as a static mesh, and populating with rocks.

Random floating point spawner. Can be useful for clouds, particles, etc...

Uses splines to spawn a simple forest (trees, rocks) as well as using a spline based path to spawn a path mesh.

Uses splines to generate a 3D dynamic mesh for a landscape. Useful for creating low poly landscapes. Converts the dynamic mesh into a static mesh.

Example of changing PCG seed values at runtime.

Uses World Ray Hit Projection node to spawn points on any mesh. Can be used for non default landscape meshes, etc...

- Procedural Minds - https://www.youtube.com/@Procedural_Minds
- Aziel Arts - https://www.youtube.com/@azielarts
- Unreal Engine and Epic Games - https://www.youtube.com/@UnrealEngine