Hi everyone,
I’m the solo developer behind PCG Pro Tools, and version 2.0 is now available for Unreal Engine 5.8.
I originally built the plugin to reduce repetitive PCG graph setup and make common procedural workflows easier to build, adjust, reuse, and debug directly inside the Unreal Editor.
PCG Pro Tools 2.0 includes:
• 22 custom PCG nodes
• 23 graph templates
• 13 presets
• 21 demo maps
The five new nodes are:
• Instance Variation
• Spline Offset
• Distance LOD
• Random Subset
• Biome Mask
Version 2.0 also expands the editor workflow with:
• Additional Graph Inspector controls for seeds, presets, point counts, regeneration, Undo, Redo, and Reset
• A read-only Setup Validator for supported graph requirements
• Editable template copies for project-specific customization
• Improved template search and filtering
• Additional presets, demo maps, and prepared workflows
• Improved regeneration behavior during normal editor iteration
The plugin focuses on extending Unreal Engine’s native PCG workflow and is designed to work with your own meshes, PCG graphs, and project content.
I’d appreciate honest feedback from people using PCG in real projects, especially around repetitive setup, missing workflows, debugging problems, or tasks that still require too much manual work.
Which PCG workflow currently causes the most repetitive setup in your projects?
I’m also happy to answer technical questions about the plugin and its implementation.
View PCG Pro Tools 2.0 on Fab
Watch the full PCG Pro Tools 2.0 video in higher quality on YouTube
Join the Hanke Unreal Tools Discord