What you'll learn:
- Learn Procedural Content Generation (PCG) in Unreal Engine 5.4
- Create game environments quickly, automatically, and accurately
- Building Generator
- Manage PCG Graph in the most efficient way
- Create points on any mesh
- Path Spline and Closed Spline
- Create custom PCG nodes
- Optimize performance
This is the English version of the course "Unreal Engine 5.4 PCG - Tạo Môi Trường Game bằng PCG".
So, what is PCG or Procedural Content Generation?
Imagine you want to add trees to a level, you have to determine the quantity, the spacing between the trees, etc. This is very time-consuming if done manually. But with PCG, you can do it quickly and accurately.
In the initial sections:
Get familiar with the PCG framework
Learn how to use the nodes in the PCG Graph
Use the Surface Sampler node to create random points
Use the Static Mesh Spawner node to create meshes from points
In the "Rock" section, you will add rocks to the level. When the level has various objects like rocks and trees, you will define how they interact with each other. For instance, if a rock and a tree overlap, you will decide whether to remove the rock or the tree.
In the "Mesh Sampler" section, instead of creating points on the landscape surface, you will learn how to create points on any static mesh. For example, I will use the Mesh Sampler node to create mushrooms on tree logs.
Besides the existing/native PCG nodes, you will learn how to create new PCG nodes to suit your needs.
From an initial point, you can create surrounding points. For example, each tree stump can have branches or tree logs around it.
You might like the "Building" section. You will learn how to create a tool for generating buildings. Since a building has many parts, I have broken the section into multiple lectures for each part. You will learn various use cases of the nodes from the previous sections. You can learn and apply a lot after completing this section.