Accelerating Unreal Engine Workflows by PCG 什麼是UE PCG?自動化加速Unreal Engine工作流程
Procedural tools are essential—let's leave work on time! 在建築產業動輒客戶一棟樓就是20層或30層,手放資產遇到客戶說要修改真的會即刻想下班。使用程序化工具是至關重要的!各位,我們必須準時下班!
中文版請往下拉
Hi! If this is your first time visiting nnsense corner, welcome! This space is basically my personal journal, but you might also stumble upon useful resources. To save you time, I usually start learning-related posts with resources, followed by personal insights. If you're curious, feel free to keep reading!
📗Learning Resources (Ranked from Easy to Advanced):
Note: Since I started using PCG from version 5.2, most of the learning resources I reference are based on older versions. Apologies for any inconvenience! Keep in mind that PCG in version 5.4 introduced many changes, so you may need to supplement your learning with Google searches.
Introduction to PCG Workflows in Unreal Engine 5 | Unreal Fest 2023
How to Procedurally Generate 3D Environments in Unreal Engine 5
PCG Basics - Unreal 5.2 Tutorial (FreetimeCoder PCG whole series)
8 advanced TIPS and TRICKS for PCG graphs in Unreal Engine 5.4
Further Reading:
Streamlining Indoor Environment Creation with PCG and Geometry Script in UE5 | Unreal Fest 2024
PCG: Advanced Topics & New Features in UE 5.5 | Unreal Fest 2024
📗What is PCG?
The Procedural Content Generation Framework (PCG) is a toolset for creating your own procedural content and tools inside Unreal Engine. PCG provides technical artists, designers, and programmers with the ability to build fast, iterative tools and content of any complexity, ranging from Asset utilities, such as buildings or biome generation, up to entire worlds.
If you’ve used node-based software like Houdini, Grasshopper, or Touch Designer, UE PCG is a similar concept. It’s a system that builds automated logic through nodes, saving time on tedious and repetitive tasks.
You might ask: Can’t UE’s Foliage Brush achieve the same results? The greatest advantage of PCG lies in its high flexibility for post-adjustments.
For example, imagine you receive a landscape plan with specific plant types marked:
Foliage Brush Workflow:
Use the brush to scatter plants based on the landscape plan.
The client requests changes to plant types and adjustments to the height and density in certain areas.
Delete the original plants and re-scatter new ones.
PCG Workflow:
Divide planting areas based on the landscape plan.
The client requests changes to plant types and adjustments to the height and density in certain areas.
Simply replace models and adjust height and density parameters within the nodes.
As the scene size increases, the Foliage Brush workflow becomes increasingly burdensome. On the other hand, PCG allows you to modify specific nodes and quickly distribute plants using Mesh to Point or Blueprint curves for area division during the initial setup.
Additional Tip: UE has introduced PCG Foliage (a simplified version of PCG), which already meets many requirements and has a more beginner-friendly learning curve. Please refer to How to use Procedural Content Generator for Foliage in UE5.3
📗Practical Applications of PCG
I highly recommend checking out this video: Streamlining Indoor Environment Creation with PCG and Geometry Script in UE5 | Unreal Fest 2024 A perfect showcase of PCG's potential! The automatic level generation feature alone demonstrates how the development team has pushed it to its absolute limits.
1. Landscape Plant Placement
Based on my own work experience, in the architectural visualization industry, planting follows a clear landscape plan. Artists must create according to these layouts. Typically, I start by creating Blueprint curves, outlining the planting areas, and then applying Boolean operations and other techniques. You can learn and reference this approach. How to Procedurally Generate 3D Environments in Unreal Engine 5, PCG Basics - Unreal 5.2 Tutorial
You can also easily use Boolean operations within the planting areas to carve out pathways, lakes, or other features as needed. PCG Jungle Breakdown - Unreal 5.2 Tutorial - Part 8

2. Fences and Repetitive Object Placement
The logic for placing low playground wooden poles (?) is the same as for placing fences.
Randomly Generating Tables, Chairs, and Plants on Building Balconies: Learning to enable interaction between PCG and Blueprints is essential, as building heights vary. Please refer to Integrate PCG With Blueprints Tutorial | Unreal Engine 5.2
Placing Parallax Maps in Buildings (A Technique for Creating Interior Scenes with Textures)
In the architecture industry, a single building often spans 20-30 floors, and an entire area can include six buildings. When clients request changes, the manual, craftsman-style approach makes you want to clock out immediately. Procedural tools are absolutely essential—we must leave work on time!
🥖🥖🥖Practice: Brutalist Architecture Generator🥖🥖🥖
Recently, I've been experimenting with a system that combines asset management and Blueprint interactions with PCG-generated outputs. It's still a work in progress! I plan to add wall decorations and integrated signage to create a more complete scene for sharing later.
Throughout the process, I’ve enjoyed learning to use Data Assets and Data Tables, as well as how to enable data exchange between PCG and Blueprints.
Currently, PCG is still a relatively new feature compared to other UE tools. Those familiar with Houdini might find it less powerful. However, as a built-in tool, PCG offers advantages in terms of ease of maintenance and internal data handling.
嗨,如果你是第一次來nnsense corner,基本上這裡是我的日記。或許也可以意外找到一些對你有用的資源。為了幫大家節省時間,學習類型文章架構通常會先附上我的學習資源,接下來才是我的心得。有興趣的話再往下看!
📗學習資源(排序由簡單到難):
備註:因為我從5.2開始接觸PCG,所以大部分的學習資源都是舊版本,非常不好意思!5.4 PCG做了很多調整,需要搭配Google搜尋服用!但理解邏輯使用舊資源完全沒有問題。
Introduction to PCG Workflows in Unreal Engine 5 | Unreal Fest 2023
How to Procedurally Generate 3D Environments in Unreal Engine 5
PCG Basics - Unreal 5.2 Tutorial (FreetimeCoder PCG whole series)
8 advanced TIPS and TRICKS for PCG graphs in Unreal Engine 5.4
延伸閱讀:
Gamystery PCG系列文 技術分享文 (台灣人寫的Blog,超級有心經營)
The8 Inc - PCG Mesh To Points (日本公司,很喜歡他們的風格)
Streamlining Indoor Environment Creation with PCG and Geometry Script in UE5 | Unreal Fest 2024 (PCG的可能性!自動產關卡)
PCG: Advanced Topics & New Features in UE 5.5 | Unreal Fest 2024
📗PCG是什麼?
程式化內容生成框架(PCG)是一個用於在虛幻引擎中創建你自己的程式化內容及工具的工具集。借助PCG,技術美術師、設計師和程式設計師能夠建構任意複雜度的快速迭代式工具和內容,從資產工具(如建築物或群系生成等)到整個世界,不一而足。
如果你有使用過Houdini, Grasshopper或是Touch Designer等類似節點式軟體。UE PCG是類似概念的系統。透過節點的方式建立自動化邏輯,節省無聊繁瑣重複的工作。例如:植栽樹木分布、圍籬建立、大量且重複的遊戲資產擺放等。
或許你會問:UE的Foliage筆刷不是也能做到一樣的事情嗎?PCG最大的優勢在於後續調整的機動性高。
比如你收到一份景觀規劃圖,上面明確標記了要使用的植栽種類:
Foliage筆刷工作流程:
依照景觀規劃圖筆刷散佈植栽
客戶說要修改植栽種類,並且認為某些區域植栽高度與密度需要調整
刪除原有植栽,重新散佈新植栽
PCG的流程:
依照景觀規劃圖劃分植栽區域
客戶說要修改植栽種類,並且認為某些區域植栽高度與密度需要調整
在節點上做模型替換及調整高度與密度參數
筆刷的方式隨著場景增大,在流程上的負荷也會變得更重更辛苦。而PCG只需要在特定節點上修改,並且在前期劃分植栽區域使用Mesh to Point或是藍圖曲線,就能夠快速分布。
額外分享UE有推出PCG Foliage(類似精簡版PCG)已經能達到很多需求了,在學習曲線上較為平易近人。可以參考:How to use Procedural Content Generator for Foliage in UE5.3
📗PCG的實際運用範例:
先推薦大家可以看這部影片:Streamlining Indoor Environment Creation with PCG and Geometry Script in UE5 | Unreal Fest 2024 完美展現出PCG可能性的影片!光是自動產生關卡的功能,製作團隊真的發揮到極致的程度。
1. 景觀植栽擺放
自己的工作經驗為例,在建築視覺產業中植栽有非常明確的景觀規劃圖。藝術家必須依照圖面製作。通常我會先建立藍圖曲線。開始圈選植栽範圍後,再做布林等其他技巧。學習可參考How to Procedurally Generate 3D Environments in Unreal Engine 5, PCG Basics - Unreal 5.2 Tutorial
並且可以輕易在植栽中,布林出你要的過道或是湖等等。PCG Jungle Breakdown - Unreal 5.2 Tutorial - Part 8

2. 圍籬與重複物件擺放
低矮的遊樂場木棍(?)邏輯跟擺放圍籬相同
隨機產生桌椅與盆栽在建築陽台:學會讓PCG和藍圖交互溝通是必須的,因為每棟樓的高度會有所不同。請參考Integrate PCG With Blueprints Tutorial | Unreal Engine 5.2
擺放Parallax貼圖在建築物中 (使用貼圖製造出室內場景的技巧)
在建築產業動輒客戶一棟樓就是20層或30層,加上一個區域就有六棟樓,匠人精神手放遇到客戶說要修改真的會即刻想下班。使用程序化工具是至關重要的!我們必須準時下班!
🥖🥖🥖練習:粗曠主義建築生成器🥖🥖🥖
最近嘗試使用資產管理與藍圖交互結合PCG產出的系統。目前還在製作中!預計還會新增牆面裝飾招牌整合出一套比較完善的場景再分享。
製作過程中很開心能夠熟悉使用Data Asset和Data Table。以及如何讓PCG和藍圖交互傳遞資料。
目前PCG相較於其他UE功能還算是較為新的Feature,有用過Houdini的人或許會覺得不是非常好用。但是Houdini作為第三方軟體,PCG還是有其優勢在於易於維護跟內部傳遞資料。
本身也同時在學習Houdini,著重在程序化生成以及自動化UE場景相關內容。想學程序化工具或是也喜歡程序化流程的人歡迎交流!
✨最近非常密切的關注AI 3D的發展。下一篇文章可能會是相關的主題!
「nnsense」 是 nonsense 和 no sense 的結合。亦是「沒有美學的角落」,帶著積極的意涵的 no sense。
基本上,這裡是我個人的日記空間。但或許你也能意外地找到一些對你有用的資訊,通常是3D相關的。
很高興你來到這個角落閱讀我的文章。
我們下一篇文章見!