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Documentation: https://drive.google.com/file/d/1Bdqw-whmQH2syTc_mXKTTqERgkA-RzOD
Support: https://www.patreon.com/c/nestofgames
Preview: https://youtu.be/0KIah9NNky4
PCG Manager 1.0.5.3
This update introduces more control over spawning behavior and improves performance when working with large environments.
New features
Added the ability to enable or disable collision per Biome / Static Mesh.
Added an option to choose between spawning Static Meshes or Blueprint Actors. (Using blueprint actors to spawn, you can easily add into your environment decals, skeletal meshes or actors with functionalities).
Performance improvements
Significantly improved performance when working with large environments and dense biomes.
Recommendation
Collision can be expensive when used on a large number of instances.
For best performance during editing, it is recommended to disable collision while designing the scene and enable it only for the final setup.
PCG Manager - Advanced Non-Destructive Spline-Based Biome System
PCG Manager is a modular, spline-driven procedural environment system built with Unreal Engine’s PCG framework. It allows you to generate controlled, production-ready environments using a fully non-destructive, Data Asset–driven workflow.
Designed for scalability and flexibility, the system supports multiple biomes, path and zone restrictions, landscape integration, and deterministic seed-based generation, all while keeping full designer control.
You can use multiple PCG Managers in the same level, reuse the same Data Assets across maps, and dynamically control spawn logic using splines, tags, filters, and priority-based ordering.
Core Capabilities
Spline-based procedural generation
Multi-biome layered system
Path (open spline) and Zone (closed spline) restriction
Landscape spline automatic exclusion
Landscape layer filtering
Height and slope filtering
Cluster (clump) generation
Actor exclusion via tag
Deterministic seed control
Non-destructive workflow
Bake-to-static option for final production
Ideal For
Forest and vegetation generation
Open world environments
Roads and path-based placement
Gameplay zones and controlled spawn areas
Stylized or realistic biome setups
PCG Manager bridges the gap between manual level design and procedural automation, giving you precise control without sacrificing speed or flexibility.
Disclaimer
All images shown are for preview and demonstration purposes only.
The environment assets used in the screenshots are Quixel assets and are not included in this package.
Only the PCG system, blueprints, data assets, and example setup structures are included.
PCG Manager requires PCG plugin (Procedural Content Generation Framework) to be enabled.
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