
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
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






