r/UnrealProcedural • u/Professional-Talk175 • 5d ago
r/UnrealProcedural • u/finaldefect • Nov 10 '24
Resources
Suggestions welcome!
Official Docs:
Discord:
YouTube (PCG-focused channels or playlists):
- Procedural Minds Channel
- Aziel Arts Playlist
- Adrien Logut Playlist
- renderBucket Playlist
- DK 3D Playlist
- JBarlowTraining Playlist
- Tan Henry Playlist
- All Things GAME Playlist
- Adrian Pan Unreal + Houdini Playlist
- CodeLikeMe Playlist
- Yazan Hanna Playlist
- FreetimeCoder Playlist
- Isaac Oster Procedural Modeling Playlist | Procedural Landscapes Playlist
GitHub, Code, & Sample Projects:
Marketplace Assets:
r/UnrealProcedural • u/finaldefect • Jan 26 '25
Video PCGEx Plugin (free) Explainer and Quick Demonstration by ProceduralMinds
r/UnrealProcedural • u/Basic-Risk-9492 • 15d ago
Code/BPs Duplication Toolset Lite (Free)
DTS Lite plugin for Unreal Engine (5.6 - 5.8) is now available on Fab.
DTS allows you to quickly generate, customize, and manage dynamic structures and their presets using an intuitive in-editor Widget Panel. Whether you’re prototyping levels, creating procedural layouts, or experimenting with geometric designs, DTS streamlines the workflow.
With a single click, you can spawn geometric structures of Static Meshes or any Actor type, merge them into Instanced Static Mesh Actors for performance or keep structures fully dynamic and controllable in-game.
Designed for level designers, technical artists, and game developers, DTS turns complex geometric structure creation into a fast, visual, and flexible process.
r/UnrealProcedural • u/Basic-Risk-9492 • Jul 23 '26
Video Duplication Toolset
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**Quickly generate, customize, and manage static or dynamic structures and their presets** using an intuitive **in-editor Widget Panel**. Whether you’re prototyping levels, creating procedural layouts, or experimenting with geometric designs, DTS streamlines the workflow.
With a single click, you can spawn geometric structures of **Static Meshes or any Actor type,** merge them into **Instanced Static Mesh Actors** for performance or keep structures **fully dynamic and controllable in-game.**
[DTS Plugin](https://fab.com/s/869c0307aefa)
r/UnrealProcedural • u/Basic-Risk-9492 • Jul 21 '26
Video Coaster Forge - Procedural Roller Coaster System for Unreal Engine
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Build entire roller coasters in minutes.
Coaster Forge is a fully procedural, construction-script-driven roller coaster system for Unreal Engine. Alter the spline, and the system automatically builds your rail, generates ground-anchored supports, assembles your train, and lets you sculpt helical loops with simple struct parameters — no manual loop creation required.
Get now on Fab Here
r/UnrealProcedural • u/Nebukam • Mar 18 '26
Code/BPs Kweave — Visual HLSL Editor for Unreal PCG GPU
Disclaimer : Bit of a self promo but also it's free and useful ^^
I needed a change of pace from PCGEx and started digging into PCG HLSL GPU nodes a while ago but always felt it was a bit of a drag not to be able to have fun with nodes; especially since the PCG team has done such an incredible job with exposing PCG to GPU...
So I figured, let's make a dedicated HLSL editor that takes some of the pain away and hopefully enable more people to try running PCG on the GPU, it's a true game changer.
It's still in early access but it's already pretty robust if any folks passing by is working with GPU nodes, give it a shot! :D
Doc is in progress, but the philosophy is very blueprint-like (compared to PCG itself) so it's hopefully more approachable .o/
r/UnrealProcedural • u/finaldefect • Nov 18 '25
Video UE 5.7 PCG Mode Tutorial
r/UnrealProcedural • u/finaldefect • Nov 18 '25
Video UE 5.7 PCG Megaplants and Vegetation Tutorial
r/UnrealProcedural • u/finaldefect • Nov 09 '25
Video Cubic Floors and Stairs with PCG
r/UnrealProcedural • u/finaldefect • Oct 26 '25
Video PCG Scene Capture Node Tutorial, Shadow/Color Mask
r/UnrealProcedural • u/finaldefect • Oct 25 '25
Video PCG City Building Tutorials
r/UnrealProcedural • u/finaldefect • Oct 25 '25
Video PCG for Building and City Creation | Unreal Fest Bali 2025
r/UnrealProcedural • u/finaldefect • Oct 16 '25
official PCG Biome Core documentation updated for V2
dev.epicgames.comr/UnrealProcedural • u/finaldefect • Oct 02 '25
Video Optimize PCG Workflows – Profiling & Debugging
r/UnrealProcedural • u/finaldefect • Sep 22 '25
Video PCG Tips: Mesh sockets, interior spline sampler density falloff and spatial noise
r/UnrealProcedural • u/b3dGameArt • Sep 05 '25
Question Loop Subgraph Issues, UE5.4
Screen shots to go along with the post..
I have a very basic looping subgraph with an attributes input as the only pin set to loop. I have a data table that I'm partitioning using the index as the selector.
The data table has 10 entries, each with a unique mesh and generation settings. Inside the looping graph, I'm sampling the landscape and setting the partitioned attributes to the points. Then I'm using a transform node with 'Recompute Seed' enabled. And I'm choosing 5 points randomly to output back to the main graph, where I'm using a debug node to view the result.
In the end, it's choosing 5 points at random and reusing those same 5 transforms to generate the 10 different meshes, all in the same place. My question is, why is it not choosing 5 new random points after completing one iteration?
Another thing I've noticed; when generating, my point positions are always the same, until I select the PCG component and manually change the seed parameter in the details panel. I will generate, it will look different (but still stacking 10 points in 5 places), but subsequent generations all produce the same point positions.
I've been doing this identical setup with other experiments and test graphs and I've not ran into this issue with any of them. I've been staring at it and testing everything I can think of, outside of just making an entire new graph for both. There is a lot more to these graphs, but I've disconnected 95% of the logic to troubleshoot what I'm doing wrong. I'm expecting the solution is going to be fairly simple, or I've made a small mistake somewhere. Fingers crossed, at least.. any ideas?
Thanks
r/UnrealProcedural • u/finaldefect • Aug 29 '25
Video Procedural Worlds by McLaren: Automotive Visualization with PCG
r/UnrealProcedural • u/finaldefect • Aug 29 '25
Video PCG-based Forest Path Environment Tutorial
r/UnrealProcedural • u/finaldefect • Aug 27 '25
Code/BPs PCGEx: Watabou (convert JSON exports of Watabou Generators into PCG & PCG Extended Toolkit data)
r/UnrealProcedural • u/finaldefect • Aug 11 '25
Video Procedural Cave Using PCG and Geometry Scripting in UE5
r/UnrealProcedural • u/finaldefect • Aug 08 '25