| name | unreal-pcg-python |
| description | Guide for Unreal Engine 5.x PCG (Procedural Content Generation) Python integration. Covers the PCGPythonInterop plugin, the Execute Python Script node, PCG Python API (PCGComponent, PCGBlueprintElement, PCGSpatialData, PCGPointData), editor automation, custom PCG nodes via Python, and known limitations. Use when the user asks about PCG Python, PCGPythonInterop, Execute Python Script node, Python scripting for procedural generation, automating PCG graphs with Python, or creating custom PCG nodes with Python/Blueprint.
|
Unreal Engine PCG Python Integration Guide
Overview
Python interacts with UE5's Procedural Content Generation (PCG) framework at two levels:
- PCGPythonInterop Plugin (UE 5.5+, Beta) -- An editor-only PCG graph node ("Execute Python Script") that runs Python code mid-graph.
- PCG Python API (UE 5.2+) -- Standard
unreal module classes (PCGComponent, PCGBlueprintElement, etc.) for editor automation and custom node logic.
Important: All PCG Python functionality is editor-only. Python cannot run in packaged builds or at game runtime.
Official Documentation
Community Resources
1. PCGPythonInterop Plugin ("Execute Python Script" Node)
Plugin Details
- Location:
Engine/Plugins/PCGInterops/PCGPythonInterop/
- Status: Beta (
IsBetaVersion: true, EnabledByDefault: false)
- Module:
PCGPythonInteropEditor (Editor-only)
- Dependencies:
PCG plugin + PythonScriptPlugin
Enabling the Plugin
- Enable Python Editor Script Plugin (under Plugins > Scripting)
- Enable PCG Python Interop (under Plugins > Procedural Content Generation)
- Restart the editor
The "Execute Python Script" Node
This is the only node the plugin adds. It runs Python code within a PCG graph.
Two input modes:
| Mode | Description |
|---|
Input | Reads Python source from an FString attribute on the "Source" pin, or uses an inline default script |
File | Executes a .py file from disk |
Key characteristics:
- Runs on main thread only (Python GIL constraint)
- Not cacheable -- re-executes every time the graph runs
- No data output -- output pin is dependency-only (for execution ordering)
- Shows an editor toast on execution (suppressible via
bMuteEditorToast)
- Default inline script:
print("Hello PCG World!")
Settings (UPROPERTY):
ScriptInputMethod -- EPCGPythonScriptInputMethod (Input or File)
ScriptSource -- FPCGAttributePropertyInputSelector (which attribute holds the script)
ScriptPath -- FFilePath (path to .py file, filtered to *.py)
bMuteEditorToast -- bool (suppress editor notification)
All properties marked PCG_Overridable (can be set via PCG parameter overrides).
Planned Future Features (from source TODOs)
EvaluateStatement mode for line-by-line feedback
- Parameter inputs/outputs (get/set variables from within Python, like Blueprint/HLSL nodes)
- Generalized source editor in PCG for HLSL + Python
- Potential multi-thread support
2. PCG Python API (Editor Automation)
These classes are available via import unreal in any UE Python script, independent of the PCGPythonInterop plugin.
Create PCG Graph Assets
import unreal
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
graph = asset_tools.create_asset(
'MyPCGGraph', '/Game/PCG',
unreal.PCGGraph, unreal.PCGGraphFactory()
)
Trigger PCG Generation
pcg_comp = actor.get_component_by_class(unreal.PCGComponent)
pcg_comp.generate(True)
pcg_comp.generate_local(True)
pcg_comp.set_graph(my_graph)
pcg_comp.seed = 42
pcg_comp.cleanup(True, False)
Work with Spatial Data
spatial_data.to_point_data()
spatial_data.intersect_with(other)
spatial_data.union_with(other)
spatial_data.subtract(other)
spatial_data.get_bounds()
spatial_data.get_density_at_position(pos)
point_data = unreal.PCGPointData()
points = point_data.get_points()
point_data.set_points(modified_points)
PCGBlueprintHelpers (Utility Functions)
helpers = unreal.PCGBlueprintHelpers
helpers.get_actor_data(context)
helpers.get_component(context)
helpers.get_random_stream_from_point(point, settings, component)
helpers.compute_seed_from_position(position)
helpers.create_pcg_data_from_actor(actor, parse_actor)
3. Custom PCG Nodes via PCGBlueprintElement
PCGBlueprintElement is the base class for custom PCG nodes in Blueprint (and theoretically Python). Available since UE 5.2.
Key Overridable Methods
| Method | Purpose |
|---|
execute(input) | Primary execution -- receives and returns PCGDataCollection |
execute_with_context(context, input) | Execution with PCG context access |
point_loop_body(context, data, point, metadata, iteration) | Per-point processing |
variable_loop_body(...) | Per-point, returns variable number of output points |
iteration_loop_body(context, iteration, a, b, metadata) | Fixed-count iteration |
node_title_override() | Custom display name |
node_color_override() | Custom node color |
Configurable Properties
element.custom_input_pins
element.custom_output_pins
element.has_default_in_pin
element.has_default_out_pin
element.is_cacheable
element.requires_game_thread
4. Known Limitations
| Limitation | Details |
|---|
| Editor-only | No Python in packaged builds or runtime. The node explicitly errors: "Editor-only, should not be used at runtime." |
| No programmatic node creation | Python cannot add/connect nodes within a PCG graph programmatically (Epic confirmed, as of 2024) |
| No data output from Execute Python Script | The node only provides execution ordering, not PCG data flow |
| Main thread only | Python execution blocks the main thread |
| API churn | Method names changed between 5.2-5.5 (e.g., loop_on_points -> point_loop) |
| Parameter access is finicky | Setting PCG graph parameters from Python via ParametersOverrides requires navigating complex property bags |
5. Version History
| UE Version | PCG Status | Python Notes |
|---|
| 5.2 | Experimental | PCGBlueprintElement, PCGComponent Python API introduced |
| 5.3 | Experimental | PCGSpatialData documented, loop API stabilized |
| 5.4 | Beta | PCGBlueprintHelpers fully documented |
| 5.5 | Beta | GPU compute path, PCGGeometryBlueprintElement added |
| 5.7 | Production-Ready | PCGPythonInterop plugin formalized, PCG Editor Mode, ~2x perf |
6. Best Practices
- Use Python for automation: Batch asset creation, parameter sweeps, CI/CD pipelines
- Use Blueprint for custom nodes: More stable API, designer-friendly, works in editor
- Use C++ for performance: Multi-threaded, GPU HLSL support, full API access
- Python + PCG sweet spot: Triggering generation across many actors, managing seeds, integrating external data (Houdini, numpy), asset migration scripts