| name | ue-procedural-generation |
| description | Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision. |
| metadata | {"version":"1.0.0"} |
ue-procedural-generation
You are an expert in Unreal Engine's procedural generation systems, including the PCG framework, ProceduralMeshComponent, instanced static meshes, noise functions, and spline-based generation.
Context Check
Before advising, read .agents/ue-project-context.md to determine:
- Whether the PCG plugin is enabled (plugins list)
- Target generation type: world layout, terrain, dungeon, vegetation, runtime mesh
- Performance constraints (mobile, console, Nanite enabled)
- Multiplayer requirements (server authority vs. deterministic seeding)
Information Gathering
Ask for clarification on:
- Generation type: world population (PCG), runtime mesh (ProceduralMeshComponent), instanced geometry (ISM/HISM), or spline-driven?
- Timing: editor-time baked result or runtime dynamic generation?
- Instance count: hundreds (ISM) or tens of thousands (HISM)?
- Collision: does generated geometry need physics collision?
- Determinism: same seed must produce same result across sessions or network clients?
1. PCG Framework (UE 5.2+)
Node-based rule-driven world generation. Operates on point clouds with transform, density, color, seed, and metadata attributes.
Plugin Setup
PublicDependencyModuleNames.Add("PCG");
{ "Name": "PCG", "Enabled": true }
Core Classes
| Class | Header | Purpose |
|---|
UPCGComponent | PCGComponent.h | Actor component driving generation |
UPCGGraph | PCGGraph.h | Asset: nodes + edges |
UPCGGraphInstance | PCGGraph.h | Graph instance with parameter overrides |
UPCGPointData | Data/PCGPointData.h | Point cloud between nodes |
UPCGSettings | PCGSettings.h | Node settings base class |
UPCGBlueprintBaseElement | Elements/Blueprint/PCGBlueprintBaseElement.h | Custom Blueprint node base |
UPCGComponent Key API (from PCGComponent.h)
void SetGraph(UPCGGraphInterface* InGraph);
void Generate(bool bForce);
void GenerateLocal(bool bForce);
void Cleanup(bool bRemoveComponents);
void CleanupLocal(bool bRemoveComponents);
void NotifyPropertiesChangedFromBlueprint();
const FPCGDataCollection& GetGeneratedGraphOutput() const;
Generation triggers (EPCGComponentGenerationTrigger):
GenerateOnLoad — one-shot on BeginPlay
GenerateOnDemand — explicit Generate() call only
GenerateAtRuntime — budget-scheduled by UPCGSubsystem
UPCGGraph Node API (from PCGGraph.h)
UPCGNode* AddNodeOfType(TSubclassOf<UPCGSettings> InSettingsClass, UPCGSettings*& DefaultNodeSettings);
UPCGNode* AddEdge(UPCGNode* From, const FName& FromPinLabel, UPCGNode* To, const FName& ToPinLabel);
template<typename T>
TValueOrError<T, EPropertyBagResult> GetGraphParameter(const FName PropertyName) const;
template<typename T>
EPropertyBagResult SetGraphParameter(const FName PropertyName, const T& Value);
Custom Blueprint PCG Node
Derive from UPCGBlueprintBaseElement:
UCLASS(BlueprintType, Blueprintable)
class UMyPCGNode : public UPCGBlueprintBaseElement
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PCG|Execution")
void Execute(const FPCGDataCollection& Input, FPCGDataCollection& Output);
};
FRandomStream Stream = GetRandomStreamWithContext(GetContextHandle());
for (const FPCGTaggedData& In : Input.GetInputsByPin(PCGPinConstants::DefaultInputLabel))
{
const UPCGPointData* InPts = Cast<UPCGPointData>(In.Data);
if (!InPts) continue;
UPCGPointData* OutPts = NewObject<UPCGPointData>();
for (const FPCGPoint& Pt : InPts->GetPoints())
{
FPCGPoint NewPt = Pt;
NewPt.Density = Stream.FRandRange(0.5f, 1.0f);
OutPts->GetMutablePoints().Add(NewPt);
}
Output.TaggedData.Emplace_GetRef().Data = OutPts;
}
Key UPCGBlueprintBaseElement properties:
bIsCacheable = false — when node spawns actors or components
bRequiresGameThread = true — for actor spawn, component add
CustomInputPins / CustomOutputPins — extra typed pins
PCG Determinism
PCG graphs are deterministic by default — the same seed produces identical output. Each node receives a seeded random stream via GetRandomStreamWithContext(). To vary output across instances, set the PCG component's Seed property. For multiplayer, ensure all clients use the same seed (replicate via GameState or pass as spawn parameter).
UPCGComponent* PCG = FindComponentByClass<UPCGComponent>();
PCG->Seed = MyDeterministicSeedValue;
PCG->Generate();
PCG Data Types
| Type | Contains | Use for |
|---|
FPCGPoint / Point Data | Position, rotation, scale, density, color | Scatter placement, foliage, instance positioning |
UPCGSplineData | Spline points + tangents | Roads, rivers, paths, boundary definitions |
UPCGLandscapeData | Height + layer weight sampling | Terrain-aware placement, biome queries |
UPCGVolumeData | 3D bounds | Volume-based filtering and generation |
Point data is the most common — most PCG nodes consume and produce point collections. Also available: UPCGTextureData, UPCGPrimitiveData, UPCGDynamicMeshData.
See references/pcg-node-reference.md for all node types, settings fields, and pin labels.
2. ProceduralMeshComponent
PublicDependencyModuleNames.Add("ProceduralMeshComponent");
Core API
void CreateMeshSection(int32 SectionIndex,
const TArray<FVector>& Vertices, const TArray<int32>& Triangles,
const TArray<FVector>& Normals, const TArray<FVector2D>& UV0,
const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents,
bool bCreateCollision);
void UpdateMeshSection(int32 SectionIndex,
const TArray<FVector>& Vertices, const TArray<FVector>& Normals,
const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors,
const TArray<FProcMeshTangent>& Tangents);
void ClearMeshSection(int32 SectionIndex);
void ClearAllMeshSections();
void SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility);
void SetMaterial(int32 ElementIndex, UMaterialInterface* Material);
Terrain Grid Example
void ATerrainActor::Build(int32 Grid, float Cell)
{
TArray<FVector> Verts; TArray<int32> Tris; TArray<FVector> Norms;
TArray<FVector2D> UVs; TArray<FColor> Colors; TArray<FProcMeshTangent> Tangs;
for (int32 Y = 0; Y <= Grid; Y++)
for (int32 X = 0; X <= Grid; X++)
{
float Z = SampleOctaveNoise(X * Cell, Y * Cell, 4, 0.5f, 2.f, 80.f);
Verts.Add(FVector(X * Cell, Y * Cell, Z));
Norms.Add(FVector::UpVector);
UVs.Add(FVector2D((float)X / Grid, (float)Y / Grid));
}
for (int32 Y = 0; Y < Grid; Y++)
for (int32 X = 0; X < Grid; X++)
{
int32 BL = Y*(Grid+1)+X, BR=BL+1, TL=BL+(Grid+1), TR=TL+1;
Tris.Add(BL); Tris.Add(TL); Tris.Add(TR);
Tris.Add(BL); Tris.Add(TR); Tris.Add(BR);
}
ProceduralMesh->CreateMeshSection(0, Verts, Tris, Norms,
UVs, Colors, Tangs, true);
}
Performance Notes
- One draw call per
CreateMeshSection. Keep vertex count < 65K per section.
UpdateMeshSection updates vertex positions and collision (if enabled) but cannot change topology — call CreateMeshSection for new triangles.
- ProceduralMesh does not support Nanite.
- Compute vertex data on background thread; call
CreateMeshSection on game thread only.
Async Mesh Generation
Generate vertices on a background thread, then apply on the game thread:
class FMeshGenTask : public FNonAbandonableTask
{
public:
TArray<FVector> Vertices;
TArray<int32> Triangles;
void DoWork() { }
FORCEINLINE TStatId GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshGenTask, STATGROUP_ThreadPoolAsyncTasks); }
};
auto* Task = new FAsyncTask<FMeshGenTask>();
Task->StartBackgroundTask();
Collision on Procedural Meshes
Set UProceduralMeshComponent::bUseComplexAsSimpleCollision = true to use the rendered triangles directly for collision. This is accurate but expensive — only use for static geometry. For dynamic or high-poly meshes, generate simplified convex hulls instead.
3. Instanced Static Meshes (ISM / HISM)
| Feature | ISM (InstancedStaticMeshComponent.h) | HISM (HierarchicalInstancedStaticMeshComponent.h) |
|---|
| Best for | < 1,000 dynamic instances | > 1,000 mostly static |
| Culling | Distance only | Hierarchical BVH + distance |
| LOD | GPU selection | Built-in transitions |
| Remove cost | O(n) | async BVH rebuild |
Key ISM API (from InstancedStaticMeshComponent.h)
virtual int32 AddInstance(const FTransform& T, bool bWorldSpace = false);
virtual TArray<int32> AddInstances(const TArray<FTransform>& Ts,
bool bShouldReturnIndices, bool bWorldSpace = false, bool bUpdateNavigation = true);
virtual bool UpdateInstanceTransform(int32 Idx, const FTransform& NewT,
bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);
virtual bool BatchUpdateInstancesTransforms(int32 StartIdx, const TArray<FTransform>& NewTs,
bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);
bool GetInstanceTransform(int32 Idx, FTransform& OutT, bool bWorldSpace = false) const;
virtual bool RemoveInstance(int32 InstanceIndex);
virtual void PreAllocateInstancesMemory(int32 AddedCount);
int32 GetNumInstances() const;
virtual void SetNumCustomDataFloats(int32 N);
virtual bool SetCustomDataValue(int32 Idx, int32 DataIdx, float Value,
bool bMarkRenderStateDirty = false);
virtual bool SetCustomData(int32 Idx, TArrayView<const float> Floats,
bool bMarkRenderStateDirty = false);
Culling properties: InstanceStartCullDistance, InstanceEndCullDistance, InstanceLODDistanceScale, bUseGpuLodSelection.
Vegetation Scatter (HISM + Terrain Trace)
HISM->SetStaticMesh(TreeMesh);
HISM->SetNumCustomDataFloats(1);
HISM->PreAllocateInstancesMemory(Count);
FRandomStream Rand(Seed);
TArray<FTransform> Transforms; Transforms.Reserve(Count);
for (int32 i = 0; i < Count; i++)
{
FVector Loc(Rand.FRandRange(Min.X, Max.X), Rand.FRandRange(Min.Y, Max.Y), 0);
FHitResult Hit;
if (GetWorld()->LineTraceSingleByChannel(Hit,
Loc + FVector(0,0,5000), Loc - FVector(0,0,5000), ECC_WorldStatic))
Loc.Z = Hit.Location.Z;
Transforms.Add(FTransform(
FRotator(0, Rand.FRandRange(0,360), 0), Loc,
FVector(Rand.FRandRange(0.8f, 1.3f))));
}
TArray<int32> Indices = HISM->AddInstances(Transforms, true, true);
for (int32 i = 0; i < Indices.Num(); i++)
HISM->SetCustomDataValue(Indices[i], 0, Rand.FRand(), false);
HISM->MarkRenderStateDirty();
Foliage System
The editor's Foliage paint mode uses AInstancedFoliageActor which internally wraps UHierarchicalInstancedStaticMeshComponent. For procedural foliage at scale, use UProceduralFoliageComponent with UProceduralFoliageSpawner — it distributes foliage via simulation (species competition, shade tolerance) rather than manual painting.
Per-instance collision: Enable bUseDefaultCollision on the ISM component. Each instance inherits the static mesh's collision. For custom per-instance collision shapes, use separate actors — ISM does not support unique collision per instance.
Platform limits: HISM GPU buffer caps vary by platform (~1M on desktop, ~100K on mobile). Monitor with stat Foliage. Split large populations across multiple HISM components.
4. Noise and Math
float N1 = FMath::PerlinNoise1D(X * Freq);
float N2 = FMath::PerlinNoise2D(FVector2D(X, Y) * Freq);
float N3 = FMath::PerlinNoise3D(FVector(X, Y, Z) * Freq);
float OctaveNoise(float X, float Y, int32 Oct, float Persist, float Lacu, float Scale)
{
float V=0, A=1, F=1.f/Scale, Max=0;
for (int32 i=0; i<Oct; i++) {
V += FMath::PerlinNoise2D(FVector2D(X,Y)*F) * A;
Max += A; A *= Persist; F *= Lacu;
}
return V / Max;
}
FRandomStream Stream(Seed);
float R = Stream.FRandRange(Min, Max);
int32 I = Stream.RandRange(MinI, MaxI);
FVector Dir = Stream.VRand();
Height/density maps: Sample UTexture2D pixel data via FTexturePlatformData to drive terrain height or placement density. Lock with BulkData.Lock(LOCK_READ_ONLY), read, then unlock.
Poisson disc sampling (minimum-separation scatter for natural placement) — full Bridson algorithm implementation in references/procedural-mesh-patterns.md.
5. Spline Components
USplineComponent API (from SplineComponent.h)
void AddSplinePoint(const FVector& Pos, ESplineCoordinateSpace::Type Space, bool bUpdate=true);
void SetSplinePoints(const TArray<FVector>& Pts, ESplineCoordinateSpace::Type Space, bool bUpdate=true);
void ClearSplinePoints(bool bUpdate=true);
virtual void UpdateSpline();
FVector GetLocationAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
FVector GetDirectionAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
FVector GetRightVectorAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
FRotator GetRotationAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
FTransform GetTransformAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space, bool bUseScale=false) const;
float GetSplineLength() const;
int32 GetNumberOfSplinePoints() const;
void SetSplinePointType(int32 Idx, ESplinePointType::Type Type, bool bUpdate=true);
void SetClosedLoop(bool bClosed, bool bUpdate=true);
void SetTangentsAtSplinePoint(int32 Idx, const FVector& Arrive, const FVector& Leave,
ESplineCoordinateSpace::Type Space, bool bUpdate=true);
Point types: Linear, Curve, Constant, CurveClamped, CurveCustomTangent.
FindInputKeyClosestToWorldLocation(WorldLocation) — returns the spline key nearest to a world position (useful for snapping actors to splines).
Runtime modification: Call AddSplinePoint(), RemoveSplinePoint(), or SetLocationAtSplinePoint() then UpdateSpline() to rebuild. Batch modifications before calling UpdateSpline() — each call recalculates the entire spline.
Spline Placement Example
float Len = Spline->GetSplineLength();
for (float D = 0.f; D <= Len; D += Spacing)
{
FTransform T = Spline->GetTransformAtDistanceAlongSpline(D, ESplineCoordinateSpace::World);
HISM->AddInstance(T, true);
}
USplineMeshComponent (Mesh Deformation)
#include "Components/SplineMeshComponent.h"
USplineMeshComponent* SM = NewObject<USplineMeshComponent>(this);
SM->SetStaticMesh(PipeMesh);
SM->RegisterComponent();
FVector SP, ST, EP, ET;
Spline->GetLocationAndTangentAtSplinePoint(Seg, SP, ST, ESplineCoordinateSpace::Local);
Spline->GetLocationAndTangentAtSplinePoint(Seg+1, EP, ET, ESplineCoordinateSpace::Local);
SM->SetStartAndEnd(SP, ST, EP, ET, true);
SM->SetForwardAxis(ESplineMeshAxis::X);
6. Runtime Mesh Generation Patterns
See references/procedural-mesh-patterns.md for full implementations:
- Marching Cubes — isosurface from 3D density scalar field
- Dungeon BSP — BSP partition into rooms, L-corridor carving, tile-to-mesh
- L-System — string rewriting + turtle interpreter to HISM branches
- Wave Function Collapse — constraint-propagation tile grid layout
- Async mesh generation — background thread vertex computation, game thread
CreateMeshSection
- Spline road extrusion — cross-section profile swept along
USplineComponent
ProceduralMesh->CreateMeshSection(0, MarchVerts, MarchTris, MarchNormals,
MarchUVs, {}, {}, true);
Common Mistakes and Anti-Patterns
PCG
- Calling
GenerateLocal() in Tick — generation is not free; use GenerateOnDemand and regenerate only on data change.
- Using
GenerateLocal() in multiplayer — it is NOT replicated; use Generate(bForce) (NetMulticast).
- Heavy custom nodes with
bIsCacheable = true — only cache if output depends solely on inputs + seed.
- Graphs with
bIsEditorOnly = true fail to cook into packaged builds.
ProceduralMeshComponent
- Passing
bCreateCollision=false to CreateMeshSection — characters fall through the mesh.
- Calling
UpdateMeshSection expecting topology to change — vertex count must match; use CreateMeshSection for new triangles.
- Using ProceduralMesh for Nanite-scale terrain — not supported; use Landscape or PCG + ISM.
- Wrong triangle winding (CW instead of CCW) — polygons are invisible due to back-face culling.
ISM / HISM
- Using ISM above ~500 instances — switch to HISM for BVH culling.
- Setting
bMarkRenderStateDirty=true on every UpdateInstanceTransform in a loop — only set true on the last call.
- Skipping
PreAllocateInstancesMemory before bulk add — repeated realloc degrades performance.
Splines
- Calling
AddSplinePoint(bUpdateSpline=true) in a loop — rebuilds reparameterization table every call; use false and call UpdateSpline() once.
- Using spline input key (not distance) for even spacing — key is NOT proportional to arc length.
Multiplayer
- Procedural content must be deterministic (same seed) or server-authoritative.
GenerateLocal() does not replicate; Generate(bool) is NetMulticast, Reliable.
Related Skills
ue-actor-component-architecture — component lifecycle, registration, replication
ue-physics-collision — collision profiles, complex vs. simple on generated geometry
ue-cpp-foundations — NewObject, TSubclassOf, TArray, memory management
Reference Files
references/pcg-node-reference.md — all PCG node types, pin labels, settings fields, determinism checklist
references/procedural-mesh-patterns.md — quad grid, marching cubes, dungeon BSP, L-system, WFC, spline road