A step-by-step walkthrough of building a runtime GPU-based grass spawning system in Unreal Engine using PCG (Procedural Content Generation). Covers the difference between static CPU-based and runtime GPU-based point generation, setting up grid tiles and partitioning, controlling tile size and spawn distances, configuring cull distances with start/end fade zones, disabling expensive rendering features like shadows and indirect lighting for performance, and setting up the material's per-instance fade amount node to enable smooth grass fade-out at distance.

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