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Procedural Content Generation with Unreal Engine 5

You're reading from   Procedural Content Generation with Unreal Engine 5 Harness the PCG framework to take your environment design and art skills to the next level

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Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781801074469
Length 488 pages
Edition 1st Edition
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Author (1):
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Paul Martin Eliasz Paul Martin Eliasz
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Paul Martin Eliasz
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Table of Contents (17) Chapters Close

Preface 1. Part 1: The Fundamentals of Procedural Content Generation
2. Chapter 1: Introducing Procedural Content Generation FREE CHAPTER 3. Chapter 2: Let’s Create Our First Forest! 4. Chapter 3: Building Blueprints with PCG Component 5. Chapter 4: Developing and Optimizing the Procedural Content Generation Tool 6. Part 2: Harnessing the Power of PCG in Unreal Engine 5
7. Chapter 5: Building Spline Controllers with PCG Graph 8. Chapter 6: Building a PCG Graph with Landscape Materials 9. Chapter 7: Let’s Build a Building Using the PCG Spline Controller 10. Chapter 8: Building Biomes: Mastering PCG for Rich Environments 11. Chapter 9: Creating Dynamic Animated Crowds with PCG 12. Part 3: Mastering Optimization and Elevating Your PCG Environments
13. Chapter 10: Exploring Optimization, Debugging, and Performance Tools 14. Chapter 11: Cheat Sheets, Extra Tips, and Shortcuts 15. Index 16. Other Books You May Enjoy

Setting up a Landscape

It is important to add a very simple landscape, which is needed for the PCG volume to function within a scene:

  1. In the top-left corner of the viewport, click on Selection Mode and search for Landscape. Then, select the Landscape mode.
Figure 2.14 – Selecting the Landscape tool

Figure 2.14 – Selecting the Landscape tool

  1. In the Manage tab of your Landscape tool, scroll down to the bottom and click the Create button. This will generate a new default Landscape actor.
Figure 2.15 – Creating a landscape actor

Figure 2.15 – Creating a landscape actor

  1. Select your new landscape actor in the outliner. In the Details Panel, search for Landscape Material and add the M_Ground_Moss material to the Landscape Material slot.
Figure 2.16 – Assigning the M_Ground_Moss material to our Landscape actor

Figure 2.16 – Assigning the M_Ground_Moss material to our Landscape actor

We have completed setting up the landscape for our project. In the next section, we will start constructing our first PCG graph...

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