The Unreal Engine 5.2 update was an exciting one packed with new features and upgrades. But the Procedural Content Generation was the cream of the crop for many.
With a set of nodes at your disposal, you can plot certain points on a 3D mesh, use those points to spawn other things, in my example, vines.
The node system is not anything new but the fact that this system can interact with almost anything in Unreal Engine was new. There is an ocean of possibilities here.
All the vines and plants were procedurally generated in this scene. All I did was copy the PCG volumes willy nilly in all directions and viola!
Did I say PCG works with pretty much anything? Yeah you can plot points along a spline too. Or inside a closed loop.
My favourite one is using a volumes and intersections to plot points. Although I need to do more experimenting with it.
With this tutorial I tried to show the exact process of everything I learned about PCG in a fast, concise format. Because there was so much to cover, it still ended up being quite long though.