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Game Engines

PCG (Procedural Content Generation)

Rule-based placement of content in Unreal

Also known as: PCG · Unreal PCG · Procedural Content Generation Framework · PCG graph

Definition

PCG, the Procedural Content Generation Framework, is a node-graph toolset in Unreal Engine for generating and placing content from rules. A PCG graph reads surfaces, splines, volumes or landscapes and scatters meshes such as trees, rocks, props and debris according to density, slope, noise and exclusion rules. It lets environment artists fill large areas consistently and re-run the result when the layout changes.

In production

Treat PCG as a way of placing your hand-made assets, not a replacement for them: build a good kit of meshes and let the graph distribute them. Artists steer the result with parameters on a PCG volume and keep key hero areas hand-placed. Check the engine version, because PCG has been changing between releases, and test cost with instancing so scattered content does not create too many draw calls.

Tools that use PCG (Procedural Content Generation)

See also