unreal-pcg

Designs, implements, and debugs Procedural Content Generation graphs in Unreal Engine 5.8.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill unreal-pcg-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-pcg
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/unreal-pcg
Command: npx skills add https://github.com/steveulrich/ProjectB --skill unreal-pcg-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building procedural content in Unreal Engine 5.8 requires choosing the right generation mode, data contract, and ownership model, and mistakes lead to non-deterministic output, runtime pop-in, broken HLODs, or GPU paths that are slower than CPU. This Skill guides the full PCG workflow so graphs are deterministic, profiled, and correctly integrated with World Partition, Data Layers, and HLOD. ## Core Features & Use Cases - Generation-mode selection: Chooses between editor, non-partitioned, partitioned, hierarchical, and runtime generation based on domain size, persistence, and streaming needs. - Graph design and data contracts: Defines spatial sources, metadata attributes, seeds, exclusion rules, and output ownership before building the graph in dependency order. - Maturity and platform guardrails: Enforces UE 5.8 constraints for Experimental PCG Editor Mode, manual Data Overrides, Beta GPU Processing, and Experimental GPU Procedural Instancing. - Use Case: Scatter vegetation across a large open world by sampling landscape surfaces, filtering slopes and road exclusions, driving species selection from attribute tables, spawning instanced meshes on hierarchical grids, and validating determinism across ten seeds. ## Quick Start Use the unreal-pcg skill to design a deterministic partitioned vegetation scatter graph for my Unreal Engine 5.8 landscape with road exclusion zones and HLOD support.

Frequently Asked Questions about unreal-pcg

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a PCG graph in Unreal Engine 5.8?▼

Start with the smallest graph: input, sample, debug/inspect, output. Establish bounds, projection, point density, and a deterministic seed, then add filters, transforms, and mesh selection before spawning. Inspect points and attributes before enabling any spawner.

When should I use runtime PCG generation versus baked editor generation?▼

Use editor generation for content that must persist, cook, build HLODs, or support collision and navigation. Use runtime generation only when content depends on runtime state and its generation, cleanup, memory, and visual-pop costs fit the target budget.

Does Unreal Engine 5.8 PCG support GPU processing?▼

PCG GPU Processing is Beta in UE 5.8 and available only on a subset of nodes including Custom HLSL. GPU Procedural Instancing is Experimental and lacks persisted instances, collision, navigation, ray tracing, HLOD, and baked lighting support.

Why does my PCG graph produce different results each time it runs?▼

Non-determinism usually comes from uncontrolled randomness or duplicated point seeds, since seeds derive partly from world position. Preserve a reproducible seed path and place a Mutate Seed node only where independent random branches are intentional.

How do I integrate PCG with World Partition and Data Layers?▼

Use partitioned or hierarchical editor generation, assign the source PCG component to the intended Data Layer and HLOD Layer, then generate, inspect assignments, and build HLODs. Run the PCG World Partition Builder commandlet from a clean source state for reproducibility.

Why is my GPU PCG path slower than CPU execution?▼

GPU setup and transfers have CPU cost, so small data sets or graphs that alternate between CPU and GPU nodes can be slower than CPU-only execution. Form long connected GPU regions, minimize uploads and downloads, and compare end-to-end time rather than kernel time.