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Procedural Content Generation with Unreal Engine 5
Procedural Content Generation with Unreal Engine 5

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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Profile Icon Paul Martin Eliasz
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Coming Soon Coming Soon Publishing in Nov 2024
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Paperback Nov 2024 488 pages 1st Edition
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Profile Icon Paul Martin Eliasz
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Coming Soon Coming Soon Publishing in Nov 2024
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Procedural Content Generation with Unreal Engine 5

Introducing Procedural Content Generation

Welcome to this thrilling journey into the realm of procedural content generation within Unreal Engine 5!

I can sense your excitement as you prepare to explore the realm of 3D content and its procedural generation capabilities in game projects and real-time visualizations for VFX and film sets. Before we dive into practical applications, we should gain a deeper understanding of procedural generation and its various use cases.

In this chapter, I’ll cover the fundamental concepts of procedural content generation, followed by an exploration of the disparities between traditional procedural generation methods and the enhanced capabilities introduced with the Procedural Content Generation (PCG) plugin tool in Unreal Engine 5.

This exploration will help you identify the most suitable approach for your needs.

I’ll then guide you through the practical implementation of the PCG tool in your project, demonstrating how it can...

Technical requirements

You will need a good computer that can run a PCG framework plugin and to install the following hardware and software to complete this chapter:

What is PCG?

In computing, procedural generation is a technique where data is automatically generated through the application of an algorithm as opposed to being manually crafted. This method typically involves a combination of human-designed assets and algorithms that use computer-generated random numbers and computational capabilities.

Over the past two decades, game content, encompassing terrain, characters, items, and every element in game production, has typically been crafted using two primary approaches.

The first involves manual content creation, where artists produce 3D assets and strategically place them within the game environment. Here is an example of some trees created using the standard foliage tool in Unreal Engine:

Figure 1.1 – Unreal foliage tool example

Figure 1.1 – Unreal foliage tool example

The following image is an example of PCG enabling the creation of environments within the level:

Figure 1.2 – An example of an Unreal environment built with the PCG framework

Figure 1.2 – An example of an Unreal environment...

Where and how to use PCG tools

The game industry provides a distinct environment for developers and artists to innovate, especially in art and commercials. In this space, they can navigate the complex challenges of creating and managing a vast array of technically and creatively demanding 3D assets scattered throughout a level.

However, this method has evolved in recent years, particularly within the domain of real-time game engines, where capabilities have experienced exponential growth.

It’s worth noting that, depending on the specific focus area, the use of PCG tools is not limited to game development alone. In the movie industry, in visual effects (VFX), for instance, PCG tools find valuable applications. The film industry, which has been accustomed to PCG for an extended period, has used software such as Houdini, which has been prevalent in this field for many years. Houdini is renowned for its procedural generation capabilities, enabling artists to create complex...

PCG in action

For a more effective comparison between ISM and HISM, let’s execute the same example using the PCG tool. As you can see, the rock formation is significantly larger, generating approximately 250,000 rocks. However, the underlying code is notably simpler and highly optimized.

Figure 1.10 – A great example of the power of PCG, which generates 10 times more rocks without a heavy performance load

The following graph is all that’s needed to produce the preceding result:

Figure 1.11 – PCG requires few nodes to produce simple results

Figure 1.11 – PCG requires few nodes to produce simple results

Clear and straightforward blueprint code has been incorporated into the PCG graph. This pinpoints the nodes that produce the desired results. Remember that PCG is still relying on using HISM or ISM components, but it breaks it down in a more organized and optimized manner.

Here is the performance status for our rock formation, which was running only on PCG Volume...

Exploring the PCG framework

This book introduces the first steps of creating a PCG graph using a PCG framework. Within this section, I will provide a fundamental explanation of PCG nodes and the overarching structure of PCG graph. I will explain how to recognize the primary components that are essential for constructing the tool.

PCG user interface

To start our journey of setting up the PCG framework, we first need to enable the plugin within the project. I will guide you through the setup process:

  1. In the top left corner of your viewport, go to Edit | Plugins. In the plugins menu, search for PCG Content Generation Framework (PCG). Check the box to enable the plugin, then restart your project.
Figure 1.13 – Enabling the PCG Framework plugin

Figure 1.13 – Enabling the PCG Framework plugin

  1. For this exercise, we will use models from the plugin’s Content folder, which is located inside the hidden folder of Unreal Engine’s project. To access it, we need to access...

Building your first PCG graph

In the previous sections, we delved into the distinctions between a conventional procedural generation technique employing HISM/ISM and the innovative tool known as PCG. We also explained the fundamental definitions of nodes and their respective functionalities. Now, let’s progress further by initiating the construction of our inaugural PCG graph.

Creating a PCG Graph

This time, you will get a chance to construct your own basic PCG graph. Let’s start by familiarizing ourselves with the PCG workflow:

  1. Inside your Content Browser, create a new folder and name it PCG.
Figure 1.18 – Creating a PCG folder inside the Content Browser

Figure 1.18 – Creating a PCG folder inside the Content Browser

  1. Inside the PCG folder, right-click and look for PCG >PCG Graph. Let’s rename it PCG_Trees.
Figure 1.19 – Create a PCG Graph inside the PCG folder and rename it PCG_Trees

Figure 1.19 – Create a PCG Graph inside the PCG folder and rename it PCG_Trees

  1. The next step is to open the PCG...

Summary

In this chapter, you learned the value of using the PCG tool and the difference between the existing techniques (that is, HISM/ISM) and the new PCG tool that came with Unreal Engine 5.2.

You’ve also gained insights into how the performance differs from the existing procedural generation methods and how the new tool can help to process a huge quantity of data and stabilize the overall performance of your levels.

Most importantly, you have learned how to create your first PCG graph by going through the step-by-step methodology of creating a PCG Graph with simple and powerful nodes.

In Chapter 2, we will cover more advanced topics. I’ll show you how to create a complex PCG graph that will generate a more diverse forest and how it can benefit your workflows.

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Key benefits

  • Enhance your design skills with innovative procedural content generation (PCG) capabilities
  • Quickly sculpt vast, richly detailed environments with UE5’s PCG tools, saving you time and effort
  • Push the boundaries of your creativity and develop breathtaking landscapes that stand out
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

In the ever-evolving world of games and virtual production, mastering procedural content generator (PCG) opens the door to endless creative possibilities. This book takes you deeper into the realm of procedurally generated environments and assets by showing you how to use the PCG framework integrated into Unreal Engine 5.4 and helping you build the skills to surpass traditional methods and create cutting-edge projects with unparalleled efficiency. This book guides you through the complete level design and tools production pipeline using open-source software. Whether you’re an aspiring technical artist or level designer in real-time visualization and game production, you’ll benefit from following the step-by-step, beginner-friendly approach to crafting custom levels, from jungles to cities, and incorporating 3D assets from libraries such as Quixel or Sketchfab. Next, you’ll get to grips with data preparation, construct a PCG graph to populate assets in your environment, and apply these methods to optimize your projects. You’ll understand how this process enhances your PCG tools, elevating their capacity to improve the quality of your levels. By the end of this book, you’ll be able to seamlessly integrate different elements in Unreal Engine 5, empowering you to create your own PCG tools and transform your game development experience.

Who is this book for?

This book is for novices and intermediate users of Unreal Engine 5, guiding artists and developers into the world of Procedural Content Generation (PCG) tools. Whether you’re an experienced 3D artist or a newcomer to Unreal Engine 5, in this book, you’ll find valuable insights for crafting procedurally generated environments and tools using the PCG framework. While prior 3D software experience is not mandatory, some familiarity can enhance your understanding of the concepts presented.

What you will learn

  • Grasp the fundamentals of PCG and its transformative impact on game design and development
  • Craft your first lush, procedurally generated forest in UE5
  • Build complex blueprints using the PCG graph for streamlined workflows
  • Develop efficient PCG tools and techniques to enhance performance and creativity
  • Build and manipulate spline controllers with the PCG graph for dynamic environments
  • Construct a PCG graph that seamlessly blends with landscape materials for stunning terrains

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Publication date : Nov 29, 2024
Length: 488 pages
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Language : English
ISBN-13 : 9781801074469
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Publication date : Nov 29, 2024
Length: 488 pages
Edition : 1st
Language : English
ISBN-13 : 9781801074469
Languages :
Concepts :
Tools :

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Table of Contents

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