Matthias Pressler presented a WIP garden generation tool made with custom Blueprints and the PCG framework.
Since the release of Epic Games' Procedural Content Generation (PCG) framework in Unreal Engine 5.2, Tech Artists and Game Developers worldwide have been experimenting with this innovative toolset, leaving thousands of online users amazed by their mind-boggling procedural creations.
For those unfamiliar, the PCG framework includes both in-editor tools and a runtime component, providing users with the capability to define rules and parameters for populating expansive scenes with Unreal Engine assets, greatly expediting the process of creating large-scale virtual worlds and making it more efficient and user-friendly.
A prime example of the framework's potential was recently demonstrated by Real-Time Technical Artist Matthias (Maze) Pressler, who presented a great procedural garden generator powered by Unreal Engine 5. Made with the help of PCG and custom Blueprints, the generation tool allows the developer to quickly and easily set up realistic-looking gardens, tweak their shapes, and add vegetation, pathways, and staircases in just a few clicks. Please note that the generator is still WIP, with the creator planning to share more info about the setup once it is "cleaned up".
If you would like to learn more about UE5.2's Procedural Content Generation framework, here are a couple of great tutorials that will help you get started:
Earlier, Senior Generalist Henry Yamin leveraged the PCG framework in combination with SideFX's Houdini to set up a robust generator that can create a realistic 3D cliff in mere minutes. A detailed breakdown of Henry's generation tool is going live later today here on 80 Level, so stay tuned.