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Media 1 for listing PCG Experiments

Description

Small, open examples exploring features in Unreal Engine’s Procedural Content Generation system.
Feel free to explore, modify, and use it as a starting point for your own PCG experiments.

GPU Spline Sampler - UE 5.7+

Sampling splines on the GPU, scattering large numbers of points without putting pressure on the CPU

Demo: https://youtu.be/YHP_iJek9Gk?si=yL3XkQM1epJBDnNj

Mandala Generator - UE 5.7+

In this experiment, the tool builds mandala patterns using two approaches:

UV-Based: converts UV space into polar coordinates and samples patterns in the transformed space.

Point-Based: generates target points directly in polar space and uses them to copy and place mandala patterns.

Demo: https://youtu.be/BbqU1oOGLng?si=HzCtpTuxiCv-HUoZ

Documentation Link: https://github.com/proceduralit/PCGExperiments/wiki/MandalaGenerator

GPU Texture Basic

In this experiment, I explore the new GPU Texture node introduced in Unreal Engine 5.6.

Demo: https://youtu.be/zmE7YANfYU4?si=Dnx-MKlsMDW2FfUM

Documentation Link: https://github.com/proceduralit/PCGExperiments/wiki/GPU-Texture


Book Row Stacker

Procedurally generating a row of books in Unreal Engine using PCG is fairly straightforward, but handling gaps and calculating lean angles was a fun challenge.

Demo: https://youtu.be/dwj7lJIf36U?si=Sv4vi37AZP43xrrN

Documentation Link: https://github.com/proceduralit/PCGExperiments/wiki/Book-Row-Stacker

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