PCG – Drive PCGGraph by code (C++)

there are some times where we want to control a PCG graph from the code of an actor that have it’s own little PCGComponent. The first REALLY IMPORTANT thing is that PCG will not schedule your graph for execution if the owning actor have no bounds! So if you have an actor with only your […]

PCG – Node anatomy (C++)

There are not a lot of ressources for now on the topic. Here I’ll give an overview of what makes a PCG node and I will go deeper in posts about each specific part What compose a node ? PCGSettings It have two part, for both edit time features and runtime features. PCGSettings is used […]

PCG – Core concepts

What is PCG ? The Procedural Content Generation Framework (PCG) is a toolset for creating your own procedural content inside Unreal Engine. PCG provides artists and designers the ability to build fast, iterative tools and content of any complexity ranging from asset utilities, such as buildings or biome generation, up to entire worlds. The PCG framework is […]