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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

Summary

We have completed Chapter 9, and you have gained valuable insights into creating custom actor blueprints and integrating them within the PCG graph. This chapter has shown you how to effectively combine actor blueprints with the PCG plugin.

You now have a solid understanding of the skills needed to build a functional PCG for simple crowd simulations, enabling you to test and create different types of crowds repeatedly. Feel free to create your own character mesh characters using the template you prepared in this chapter!

In the next chapter, I will guide you through optimization and debugging techniques within the PCG graph. You will learn how to maximize performance using the PCG graph, reduce the number of draw calls, and manage heavy geometry and assets in Unreal Engine 5.

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