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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

Vertical expansion

In this section, we will go through adding parameters in the Graph Settings tab inside your PCG graph, which we will use in your actor blueprint. Before getting into the actor blueprint, let’s add a few more nodes to the PCG graph and connect it with the existing graph. Without further ado, let’s get started:

  1. Inside the PCG graph, go to Graph Settings. Let’s add two parameters: the Height and CopyTransform variables. Make sure to set both variables to Vector! These variables will be a crucial part of creating new walls, which will be transformed upward!
Figure 7.69 – Add the Height and Copy Transform parameters

Figure 7.69 – Add the Height and Copy Transform parameters

  1. Open your BP_BuildingStructure actor blueprint and add two Set Vector Parameter nodes. Make sure to put the right names for the Name field inside the nodes. One should be for Height and another for CopyTransform.
Figure 7.70 – Add the names for the Height and CopyTransform for each Set Vector Parameter node

Figure 7.70 – Add the names for...

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