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Unreal Engine 5 PCG Procedural Content Generation (English) by Brandon Vox

Unreal Engine 5 PCG Procedural Content Generation (English) by Brandon Vox

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Author:Brandon Vox

Duration:12 hours on-demand video

Actual Duration:9h 6m

Release date:2026, April 28

Publisher:Udemy

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Unreal Engine 5

Course URL:https://www.udemy.com/course/unreal-engine-pcg-english/?couponCode=MT260427G1

Learn to rapidly generate game environments using Unreal Engine 5.4's Procedural Content Generation tools.

This course is your fast track to mastering Procedural Content Generation (PCG) in Unreal Engine 5.4. If you’re looking to build game environments way faster and with pinpoint accuracy, this is for you. Forget tedious manual placement; we’re talking about automating the creation of your game worlds.

🎯 What you’ll learn

  • Master Procedural Content Generation (PCG) in Unreal Engine 5.4
  • Generate game environments rapidly, automatically, and with precision
  • Build complex structures using the PCG Graph
  • Efficiently manage your PCG Graph workflows
  • Place points and assets on any mesh surface
  • Utilize Path Spline and Closed Spline for generation
  • Develop custom PCG nodes for unique needs
  • Optimize your generated content for performance

✅ Requirements

  • Basic knowledge of Unreal Engine
  • Familiarity with Blueprint programming in Unreal Engine is an advantage

📝 Description

This course dives into Procedural Content Generation (PCG) within Unreal Engine 5.4. Forget the painstaking manual work of placing every tree, rock, or building. PCG lets you define rules and let the engine do the heavy lifting, creating environments quickly and accurately.

We’ll start by getting you comfortable with the PCG framework and its powerful nodes within the PCG Graph. You’ll learn to use tools like the Surface Sampler to scatter points randomly and the Static Mesh Spawner to populate your world with assets. As you progress, you’ll tackle more complex scenarios, like managing interactions between different assets (e.g., preventing rocks from overlapping trees) and generating content directly on any static mesh using the Mesh Sampler.

A key part of this course is learning to extend PCG’s capabilities by creating your own custom PCG nodes. This allows for highly tailored generation workflows. We’ll also explore practical applications like generating entire buildings with modular pieces and optimizing your scenes for performance using techniques like Nanite and Cull Distance.

🧑‍🎓 Who this course is for:

  • Anyone aiming to build game environments much faster and with greater precision.
  • Developers eager to learn the latest PCG features in Unreal Engine 5.4.
  • Individuals looking to leverage the new capabilities of Unreal Engine 5.

🧑‍🏫 About the Author

Brandon Vox is an Unreal Engine instructor on Udemy known for his concise and straightforward teaching style. He focuses on delivering clear, actionable information, with each lecture dedicated to a single topic. With 3,598 students and 6 courses, Brandon aims to make complex subjects accessible and easy to grasp.

🏁 Final Result

  • Students will be able to create complex, populated game environments using Unreal Engine 5.4’s PCG tools, resulting in a portfolio-ready demonstration of procedural generation skills.
Curriculum

📋 Course content

  1. Section: Setup Project
    • Unreal Engine 5.4
    • Create Project
    • Third Person Template
    • Create Level
    • Plugin
  2. Section: Tree
    • PCG Graph
    • Surface Sampler
    • Static Mesh Spawner
    • Multiple Static Mesh
    • Transform Point
  3. Section: Rock
    • PCG Rock
    • Self Pruning
    • Bound Modifier
    • Difference
    • Node Order
  4. Section: Foliage
    • PCG Foliage
    • Difference
    • Scale Multiplier
    • Mesh
    • Mesh and Weight
    • Amount and Looseness
    • Graph Instance
  5. Section: Path Spline
    • Spline Actor
    • Spline Sampler
    • Projection
    • Difference
    • Multiple Spline
    • Steepness
  6. Section: Mesh Sampler
    • Asset
    • Get Actor Data
    • Bound Modifier
    • Mesh Sampler
    • Normal To Density
    • Select Points
    • Subgraph
    • Difference
    • Spline Actor
    • PCG Spline
    • Difference
  7. Section: Custom PCG Node
    • Setup PCG Node
    • Point Data
    • Split 2 Arrays
    • Construct Point Data
    • Construct Data Collection
    • Test PCG Node
    • Node Title Override
    • Ratio
  8. Section: Tree Stump
    • PCG Tree Stump
    • Create Points Grid
    • Tree Log with Mushrooms
    • Subgraph Tree Stump
    • Subgraph Loop
    • Blueprint Actor for PCG
    • Change Tree Stump Mesh
    • Get Actor Property
    • Tree Branch Asset
    • Add Tree Branch
    • Set Bound for each Mesh
    • Set Bound Tree Stump
    • Mesh Sampler 1
    • Mesh Sampler 2
    • Set Bound for Tree
    • Difference
    • Difference and Self Pruning
    • Tree Stump Blueprint Property
    • Named Reroute Node
    • Data Asset
  9. Section: Building
    • Blueprint Actor Building
    • Spline Sampler
    • Floor Scale
    • Floor Offset
    • Wall Offset
    • Difference Minimum
    • Wall Offset Adjustment
    • Multiple Floor 1
    • Multiple Floor 2
    • Multiple Floor 3
    • Points Grid
    • Corner 1
    • Corner 2
    • Corner 3
    • Base Floor
    • Fix Single Floor
    • Base Trim
    • Roof Trim
    • Roof Corner
    • Roof 1
    • Roof 2
    • Roof 3
    • Roof 4
    • Roof Flat 1
    • Roof Flat 2
    • Highest Floor
    • Multiple Mesh
    • Random Building
    • PCG Populate Building
    • Fix Roof
  10. Section: Hierarchy Layers
    • Setup
    • Get Property from Data Asset
    • Subgraph
    • Surface Sampler
    • Debug Color
    • Static Mesh Spawner
    • Transform Points
    • Difference
    • Toggle Debug
    • DA_Hierarchy_Forest
  11. Section: Landscape Material Layer
    • Setup
    • Landscape Material 1
    • Landscape Material 2
    • Landscape Layer Blend
    • Paint Landscape Layer
    • Filter Layer 1
    • Filter Layer 2
  12. Section: Landscape Heightmap
    • Heightmap File
    • Normal To Density
    • Grass Asset
    • Spawn Grass
    • Add Flower
  13. Section: Performance
    • No Collision
    • Nanite Static Mesh
    • Nanite Landscape
    • Moving Foliage
    • Cull Distance
    • Clear PCG Link
  14. Section: Ray Hit
    • Setup
    • World Ray Hit Query
    • Filtering
    • Generated Mesh
    • Spawn Grass
    • Add Collision for Mesh
  15. Section: Hierarchy Layers 2
    • Setup
    • Data Asset
    • Weight
    • Filter Slope
Watch online or Download for Free
Unreal Engine 5 PCG Procedural Content Generation (English) by Brandon Vox
NAME
SIZEDURATION
1. Setup Project
11 MB9m
3. Rock
81.4 MB21m
4. Foliage
60.5 MB10m
5. Parameter
101 MB34m
6. Path Spline
47.5 MB17m
7. Mesh Sampler
78.4 MB29m
8. Close Spline
28.1 MB11m


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