An introductory episode in a series on Procedural Content Generation (PCG) in Unreal Engine. Covers what PCG is, why it's superior to manual environment placement, and walks through a basic hands-on example: enabling the PCG plugin, creating a PCG graph, generating a point grid, spawning static mesh ferns, and applying random transforms for organic placement. PCG became production-ready in Unreal Engine 5.7, enabling dynamic, rule-based environments that update automatically when rules change.

20m watch time

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