Ue Procedural Generation

quodsoler/unreal-engine-skills/skills/ue-procedural-generation

作者 quodsolerf3742d7b688690810df369802b90430324e380b9无许可证收录于 2026年10月9日更新于 2026年10月9日

Use when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom PCG nodes in C++, runtime mesh building, instancing and seeded noise. Also use when the user mentions 'PCG', 'UPCGComponent', 'UPCGSettings', 'IPCGElement', 'UPCGBasePointData', 'surface sampler', 'static mesh spawner', 'runtime generation', 'CreateMeshSection', 'UProceduralMeshComponent', 'UDynamicMeshComponent', 'Geometry Script', 'AddInstance', 'HISM', 'spline mesh', 'PerlinNoise', 'FRandomStream', 'scatter foliage' or 'marching cubes'. For collision on generated geometry, see ue-physics-collision; for instance materials, see ue-materials-rendering; for background work, see ue-async-threading.

AI 生成的概览

指导在虚幻引擎 5.8 中使用 PCG 图表、运行时网格、实例化和噪声进行程序化世界与几何生成。

功能
这是一份纯说明型技能,讲解如何在虚幻引擎 5.8 中构建程序化内容:PCG 图表与 C++ 自定义 PCG 节点、使用 ProceduralMeshComponent 和 DynamicMeshComponent 加 Geometry Script 的运行时网格构建、实例化静态网格、样条驱动摆放,以及确定性噪声与随机。它提供 API 表格、C++ 代码示例、节点与组件参考,并链接两份随附的参考文档,分别介绍 PCG 节点和程序化网格模式。它还列出应避免使用的已弃用写法,并指向碰撞、材质和线程相关的其他技能。
适用场景
适用于在虚幻引擎中以程序化方式生成世界内容或几何体,例如 PCG 图表、自定义 PCG 节点、运行时网格构建、实例化、样条网格、带种子的噪声或植被散布。也适用于提到 PCG、UPCGComponent、UPCGSettings、IPCGElement、CreateMeshSection、Geometry Script、HISM 或 marching cubes 的请求。
运行要求
需要虚幻引擎 5.8 项目环境以及相关引擎插件和模块(PCG、ProceduralMeshComponent、GeometryFramework、GeometryScriptingCore、Foliage)。该技能不包含脚本,只有说明文档和两份参考 markdown 文件。它可选读取项目上下文文件 .agents/ue-project-context.md。

UE Procedural Generation

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Covers the PCG framework (plugin PCG at Engine/Plugins/PCG, enabled by default, Build.cs module PCG), runtime mesh building with UProceduralMeshComponent (plugin ProceduralMeshComponent, module ProceduralMeshComponent) and UDynamicMeshComponent + Geometry Script (modules GeometryFramework and GeometryScriptingCore), instancing with UInstancedStaticMeshComponent/UHierarchicalInstancedStaticMeshComponent, spline-driven placement, and deterministic noise/random from Core.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Enabling PCG, module/plugin wiringPCG setup
Driving generation from an actor, runtime generation, partitioningPCG component and runtime generation
Reading/writing points inside a graphPoint data
Writing a new PCG node in C++Custom PCG node in C++
Which node does X, pin labels, node settings fieldsPCG node reference [blocked]
Building triangles at runtimeProceduralMeshComponent
Boolean ops, primitives, baking to a static meshDynamic Mesh and Geometry Script
Thousands of repeated meshesInstanced static meshes
Roads, rivers, fences, cablesSplines
Heightfields, scatter, reproducible resultsNoise and deterministic random
Marching cubes, BSP dungeons, WFC, Poisson discProcedural mesh patterns [blocked]

PCG setup

csharp
// MyGame.Build.csPublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "PCG" });
json
{ "Name": "PCG", "Enabled": true }
ClassHeaderRole
UPCGComponentPCGComponent.hActor component that owns a graph and drives generation
UPCGGraphPCGGraph.hGraph asset: nodes, edges, UserParameters
UPCGGraphInstancePCGGraph.hGraph instance with per-instance parameter overrides
UPCGGraphInterfacePCGGraph.hCommon base of graph and graph instance
UPCGSettingsPCGSettings.hNode settings base class
IPCGElementPCGElement.hThe executable half of a node
FPCGContextPCGContext.hPer-execution state: InputData, OutputData, Node, ExecutionSource
UPCGBasePointDataData/PCGBasePointData.hAbstract point collection
UPCGPointArrayDataData/PCGPointArrayData.hStructure-of-arrays point data
UPCGSubsystemSubsystems/PCGSubsystem.hScheduling, partitioning, runtime generation
APCGVolumePCGVolume.hVolume actor carrying a UPCGComponent

PCG component and runtime generation

cpp
#include "PCGComponent.h"#include "PCGGraph.h"
void AMyGenerator::StartGeneration(UPCGGraphInterface* Graph, int32 InSeed){    UPCGComponent* PCG = FindComponentByClass<UPCGComponent>();    if (!PCG)    {        return;    }
    PCG->Seed = InSeed;    PCG->bActivated = true;    PCG->SetGraph(Graph);      // NetMulticast, Reliable    PCG->Generate(/*bForce=*/true);  // NetMulticast, Reliable}
CallReplicationUse for
Generate(bool bForce) / Cleanup(bool bRemoveComponents)NetMulticast, ReliableServer-driven generation that must appear on clients
GenerateLocal(bool bForce) / CleanupLocal(bool bRemoveComponents)noneClient-side or single-player generation
NotifyPropertiesChangedFromBlueprint()noneMark dirty and conditionally regenerate after editing exposed properties
CancelGeneration()noneAbort an in-flight generation
GetGeneratedGraphOutput()noneRead back the FPCGDataCollection the graph produced

EPCGComponentGenerationTrigger (PCGComponent.h:77): GenerateOnLoad, GenerateOnDemand, GenerateAtRuntime.

Partitioning and runtime generation:

  • SetIsPartitioned(bool) / IsPartitioned() back the bIsComponentPartitioned property; partitioned components dispatch work to local components on a grid.
  • GenerateAtRuntime hands the component to the runtime-gen scheduler. Tune it with SchedulingPolicyClass / SchedulingPolicy (UPCGSchedulingPolicyBase) and bOverrideGenerationRadii + GenerationRadii (FPCGRuntimeGenerationRadii).
  • Scheduler CVars: pcg.RuntimeGeneration.Enable, pcg.RuntimeGeneration.NumGeneratingComponents, pcg.RuntimeGeneration.GlobalRadiusMultiplier, pcg.RuntimeGeneration.EnablePooling, pcg.RuntimeGeneration.BasePoolSize, pcg.RuntimeGeneration.FramesBeforeFirstGenerate, pcg.RuntimeGeneration.EnableChangeDetection, pcg.RuntimeGeneration.EnableDebugging.
  • UPCGSubsystem::GetSubsystemForCurrentWorld() returns the subsystem; RefreshAllComponentsFiltered(Filter, ChangeType) forces a refresh of a subset (WITH_EDITOR only, Subsystems/PCGSubsystem.h:227-230).

Hierarchical generation lives on UPCGGraph: bUseHierarchicalGeneration, HiGenGridSize (EPCGHiGenGrid::Grid4 … Grid2048, plus Unbounded), HiGenGridSizeMultiplier, bUse2DGrid.

Graph parameters are an FInstancedPropertyBag UserParameters on UPCGGraph, read and written through UPCGGraphInterface:

cpp
TValueOrError<double, EPropertyBagResult> Result = Graph->GetGraphParameter<double>(TEXT("SpawnRadius"));if (Result.HasValue()){    const double Radius = Result.GetValue();    Graph->SetGraphParameter<double>(TEXT("SpawnRadius"), Radius * 2.0);}

Point data

Point collections are UPCGBasePointData. UPCGPointArrayData is the structure-of-arrays implementation; UPCGPointData is the array-of-FPCGPoint implementation kept for compatibility. Allocate through the context so the project-configured class is used:

cpp
UPCGBasePointData* Points = FPCGContext::NewPointData_AnyThread(Context);

Never iterate GetPoints()/GetMutablePoints() in new code — that only exists on UPCGPointData and forces a conversion. Read and write through value ranges instead:

cpp
#include "Data/PCGBasePointData.h"
const FConstPCGPointValueRanges ReadRanges(InputPoints);FPCGPointValueRanges WriteRanges(OutputPoints, /*bAllocate=*/false);
WriteRanges.TransformRange[Index] = ReadRanges.TransformRange[Index];WriteRanges.DensityRange[Index]   = ReadRanges.DensityRange[Index];

Per-point native properties (EPCGPointNativeProperties in PCGPointPropertiesTraits.h): Transform, Density, BoundsMin, BoundsMax, Color, Steepness, Seed, MetadataEntry, plus All and AllProperties. Sizing and allocation:

cpp
Output->SetNumPoints(Input->GetNumPoints(), /*bInitializeValues=*/false);Output->AllocateProperties(Input->GetAllocatedProperties() | EPCGPointNativeProperties::Density);Output->CopyUnallocatedPropertiesFrom(Input);

Other data types: UPCGSpatialData (base), UPCGSplineData, UPCGLandscapeData, UPCGVolumeData, UPCGTextureData, UPCGPrimitiveData, UPCGDynamicMeshData, and UPCGParamData for attribute sets. UPCGSpatialData::ToBasePointData(FPCGContext*, const FBox&) discretizes any spatial data into points.

Custom PCG node in C++

A node is a UPCGSettings subclass plus an IPCGElement. Settings hold data; the element is const and stateless and reads everything from FPCGContext.

cpp
// MyPCGJitter.h#pragma once
#include "PCGElement.h"#include "PCGSettings.h"#include "MyPCGJitter.generated.h"
UCLASS(BlueprintType, ClassGroup = (Procedural))class MYGAME_API UMyPCGJitterSettings : public UPCGSettings{    GENERATED_BODY()
public:#if WITH_EDITOR    virtual FName GetDefaultNodeName() const override { return FName(TEXT("MyJitter")); }    virtual FText GetDefaultNodeTitle() const override { return NSLOCTEXT("MyPCGJitter", "NodeTitle", "My Jitter"); }    virtual EPCGSettingsType GetType() const override { return EPCGSettingsType::PointOps; }#endif
    UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Settings, meta = (PCG_Overridable))    double JitterRadius = 100.0;
protected:    virtual TArray<FPCGPinProperties> InputPinProperties() const override { return Super::DefaultPointInputPinProperties(); }    virtual TArray<FPCGPinProperties> OutputPinProperties() const override { return Super::DefaultPointOutputPinProperties(); }    virtual FPCGElementPtr CreateElement() const override;};
class FMyPCGJitterElement : public IPCGElement{protected:    virtual bool ExecuteInternal(FPCGContext* Context) const override;    virtual bool IsCacheable(const UPCGSettings* InSettings) const override { return true; }    virtual bool CanExecuteOnlyOnMainThread(FPCGContext* Context) const override { return false; }    virtual bool SupportsBasePointDataInputs(FPCGContext* InContext) const override { return true; }    virtual EPCGElementExecutionLoopMode ExecutionLoopMode(const UPCGSettings* Settings) const override { return EPCGElementExecutionLoopMode::SinglePrimaryPin; }};
cpp
// MyPCGJitter.cpp#include "MyPCGJitter.h"
#include "PCGContext.h"#include "Data/PCGBasePointData.h"#include "Data/PCGSpatialData.h"#include "Math/RandomStream.h"
FPCGElementPtr UMyPCGJitterSettings::CreateElement() const{    return MakeShared<FMyPCGJitterElement>();}
bool FMyPCGJitterElement::ExecuteInternal(FPCGContext* Context) const{    const UMyPCGJitterSettings* Settings = Context->GetInputSettings<UMyPCGJitterSettings>();    check(Settings);
    const double JitterRadius = Settings->JitterRadius;    const TArray<FPCGTaggedData> Inputs = Context->InputData.GetInputsByPin(PCGPinConstants::DefaultInputLabel);    TArray<FPCGTaggedData>& Outputs = Context->OutputData.TaggedData;
    for (const FPCGTaggedData& Input : Inputs)    {        const UPCGSpatialData* SpatialData = Cast<UPCGSpatialData>(Input.Data);        if (!SpatialData)        {            continue;        }
        const UPCGBasePointData* InputPoints = SpatialData->ToBasePointData(Context);        if (!InputPoints)        {            continue;        }
        UPCGBasePointData* OutputPoints = FPCGContext::NewPointData_AnyThread(Context);        OutputPoints->InitializeFromDataWithParams(FPCGInitializeFromDataParams(InputPoints));        OutputPoints->SetNumPoints(InputPoints->GetNumPoints(), /*bInitializeValues=*/false);        OutputPoints->AllocateProperties(InputPoints->GetAllocatedProperties() | EPCGPointNativeProperties::Transform);        OutputPoints->CopyUnallocatedPropertiesFrom(InputPoints);
        const FConstPCGPointValueRanges ReadRanges(InputPoints);        FPCGPointValueRanges WriteRanges(OutputPoints, /*bAllocate=*/false);
        for (int32 Index = 0; Index < InputPoints->GetNumPoints(); ++Index)        {            WriteRanges.SetFromValueRanges(Index, ReadRanges, Index);
            const FRandomStream Stream(ReadRanges.SeedRange[Index]);            FTransform Jittered = ReadRanges.TransformRange[Index];            Jittered.AddToTranslation(Stream.VRand() * (Stream.FRand() * JitterRadius));            WriteRanges.TransformRange[Index] = Jittered;        }
        FPCGTaggedData& Output = Outputs.Add_GetRef(Input);        Output.Data = OutputPoints;    }
    return true;}

Rules that fall out of the headers:

  • SupportsBasePointDataInputs returning false (the default) makes PCG convert every input to UPCGPointData before your element runs. Return true and use value ranges.
  • IsCacheable must return false if the node spawns actors or components, or reads untracked data.
  • CanExecuteOnlyOnMainThread returning true serializes the node onto the game thread; keep it false unless you touch UWorld or components.
  • Long loops belong in FPCGAsync::AsyncProcessingRangeEx(&Context->AsyncState, NumIterations, Initialize, ProcessRange, MoveDataRange, Finished, bEnableTimeSlicing) (Helpers/PCGAsync.h), which time-slices and multithreads.
  • Pin labels come from PCGPinConstants::DefaultInputLabel ("In"), DefaultOutputLabel ("Out"), DefaultParamsLabel ("Overrides"), DefaultExecutionDependencyLabel.
  • Blueprint nodes derive from UPCGBlueprintBaseElement and override the Execute(const FPCGDataCollection&, FPCGDataCollection&) BlueprintNativeEvent; seed helpers are GetSeedWithContext(GetContextHandle()) and GetRandomStreamWithContext(GetContextHandle()).

See PCG node reference [blocked] for node settings classes, pin behaviour, metadata attributes and GPU nodes.

ProceduralMeshComponent

Triangle-level control at runtime. No Nanite support, no automatic LODs.

csharp
PublicDependencyModuleNames.Add("ProceduralMeshComponent");
cpp
// Full form (ProceduralMeshComponent.h:190) also takes UV1, UV2 and UV3 between UV0 and VertexColors// UV0-only convenience overload (ProceduralMeshComponent.h:193)void CreateMeshSection_LinearColor(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles,    const TArray<FVector>& Normals, const TArray<FVector2D>& UV0, const TArray<FLinearColor>& VertexColors,    const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision, bool bSRGBConversion = false);
void UpdateMeshSection_LinearColor(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<FVector>& Normals,    const TArray<FVector2D>& UV0, const TArray<FLinearColor>& VertexColors,    const TArray<FProcMeshTangent>& Tangents, bool bSRGBConversion = true);   // true here, false on Create (ProceduralMeshComponent.h:230)
void ClearMeshSection(int32 SectionIndex);void ClearAllMeshSections();void SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility);int32 GetNumSections() const;void AddCollisionConvexMesh(TArray<FVector> ConvexVerts);void ClearCollisionConvexMeshes();

Materials come from UMeshComponent::SetMaterial(int32 ElementIndex, UMaterialInterface* Material) — one material slot per section index.

Collision:

  • bUseComplexAsSimpleCollision (default true) uses the rendered triangles for collision. Accurate, expensive, and cannot be simulated — set it to false and feed AddCollisionConvexMesh when the mesh must be dynamic.
  • bUseAsyncCooking moves physics cooking off the game thread. Collision lags a frame or more behind the visual mesh; use it for far-away streamed geometry.

UpdateMeshSection_LinearColor moves existing vertices and refreshes collision, but cannot change vertex or triangle count — call CreateMeshSection_LinearColor when topology changes. Build the arrays on a worker thread, then call the component on the game thread; see async mesh generation [blocked].

Dynamic Mesh and Geometry Script

UDynamicMeshComponent (GeometryFramework, header Components/DynamicMeshComponent.h) plus the Geometry Script libraries (GeometryScriptingCore) are the modern path: boolean operations, remeshing, normals recomputation, and baking to a UStaticMesh asset (editor only — CopyMeshToStaticMesh errors "Not currently supported at Runtime" outside WITH_EDITOR, MeshAssetFunctions.cpp:471).

csharp
PublicDependencyModuleNames.AddRange(new string[] { "GeometryFramework", "GeometryScriptingCore" });
LibraryRepresentative functions
UGeometryScriptLibrary_MeshPrimitiveFunctionsAppendBox, AppendSphereLatLong, AppendSphereBox, AppendCapsule, AppendBoxWithCollision
UGeometryScriptLibrary_MeshBooleanFunctionsApplyMeshBoolean(TargetMesh, TargetTransform, ToolMesh, ToolTransform, Operation, Options, Debug)
UGeometryScriptLibrary_MeshDeformFunctionsApplyPerlinNoiseToMesh2(TargetMesh, Selection, Options, Debug)
UGeometryScriptLibrary_MeshNormalsFunctionsRecomputeNormals(TargetMesh, CalculateOptions, bDeferChangeNotifications, Debug), SetPerFaceNormals
UGeometryScriptLibrary_StaticMeshFunctionsCopyMeshToStaticMesh, CopyMeshFromStaticMeshV2

A worked example is in dynamic mesh with Geometry Script [blocked].

Collision on UDynamicMeshComponent: EnableComplexAsSimpleCollision(), SetComplexAsSimpleCollisionEnabled(bool bEnabled, bool bImmediateUpdate), SetSimpleCollisionShapes(const FKAggregateGeom&, bool bUpdateCollision), bDeferCollisionUpdates + UpdateCollision(bool bOnlyIfPending). ADynamicMeshActor ships a component at the root via GetDynamicMeshComponent().

Instanced static meshes

UInstancedStaticMeshComponentUHierarchicalInstancedStaticMeshComponent
HeaderComponents/InstancedStaticMeshComponent.hComponents/HierarchicalInstancedStaticMeshComponent.h
Best forSmall, frequently mutated setsLarge, mostly static sets
CullingStart/end cull distanceHierarchical tree plus cull distance
RemovalCheapTriggers a tree rebuild (bAutoRebuildTreeOnInstanceChanges, BuildTreeIfOutdated)
cpp
virtual int32 AddInstance(const FTransform& InstanceTransform, bool bWorldSpace = false);virtual TArray<int32> AddInstances(const TArray<FTransform>& InstanceTransforms, bool bShouldReturnIndices,    bool bWorldSpace = false, bool bUpdateNavigation = true);virtual bool UpdateInstanceTransform(int32 InstanceIndex, const FTransform& NewInstanceTransform,    bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);virtual bool BatchUpdateInstancesTransforms(int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms,    bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);bool GetInstanceTransform(int32 InstanceIndex, FTransform& OutInstanceTransform, bool bWorldSpace = false) const;virtual bool RemoveInstance(int32 InstanceIndex);virtual bool RemoveInstances(const TArray<int32>& InstancesToRemove);virtual void PreAllocateInstancesMemory(int32 AddedInstanceCount);int32 GetNumInstances() const;virtual void SetNumCustomDataFloats(int32 InNumCustomDataFloats);virtual bool SetCustomDataValue(int32 InstanceIndex, int32 CustomDataIndex, float CustomDataValue,    bool bMarkRenderStateDirty = false);void SetCullDistances(int32 StartCullDistance, int32 EndCullDistance);const TArray<FBodyInstance*>& GetInstanceBodies() const;

Per-instance floats set with SetNumCustomDataFloats / SetCustomDataValue are read in materials through the PerInstanceCustomData node. Cull properties: InstanceStartCullDistance, InstanceEndCullDistance, InstanceLODDistanceScale, bUseGpuLodSelection.

Batch large populations: PreAllocateInstancesMemory first, build the whole TArray<FTransform>, then one AddInstances call. A full seeded scatter that traces onto terrain and fills per-instance custom data is in vegetation scatter [blocked].

Foliage (module Foliage): painted foliage lives on AInstancedFoliageActor backed by UFoliageInstancedStaticMeshComponent; simulation-driven placement uses UProceduralFoliageComponent with a UProceduralFoliageSpawner. PCG's Static Mesh Spawner node is usually the better fit for graph-driven scatter.

Splines

cpp
// USplineComponent — Components/SplineComponent.hvoid AddSplinePoint(const FVector& Position, ESplineCoordinateSpace::Type CoordinateSpace, bool bUpdateSpline = true);void SetSplinePoints(const TArray<FVector>& Points, ESplineCoordinateSpace::Type CoordinateSpace, bool bUpdateSpline = true);void SetSplinePointType(int32 PointIndex, ESplinePointType::Type Type, bool bUpdateSpline = true);void SetTangentsAtSplinePoint(int32 PointIndex, const FVector& InArriveTangent, const FVector& InLeaveTangent,    ESplineCoordinateSpace::Type CoordinateSpace, bool bUpdateSpline = true);void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline = true);virtual void UpdateSpline();float GetSplineLength() const;FVector GetLocationAtDistanceAlongSpline(float Distance, ESplineCoordinateSpace::Type CoordinateSpace) const;FTransform GetTransformAtDistanceAlongSpline(float Distance, ESplineCoordinateSpace::Type CoordinateSpace,    bool bUseScale = false) const;void GetLocationAndTangentAtSplinePoint(int32 PointIndex, FVector& Location, FVector& Tangent,    ESplineCoordinateSpace::Type CoordinateSpace) const;float FindInputKeyClosestToWorldLocation(const FVector& WorldLocation) const;

ESplinePointType::Type: Linear, Curve, Constant, CurveClamped, CurveCustomTangent. ESplineCoordinateSpace::Type: Local, World.

Pass bUpdateSpline = false while batching edits and call UpdateSpline() once — each update rebuilds the reparameterization table. Distance along the spline is arc length; the input key is not, so always space instances by distance.

cpp
// USplineMeshComponent — one deformed mesh per spline segmentvoid AMyRoadActor::BuildSegment(USplineComponent* Spline, UStaticMesh* RoadMesh, int32 SegmentIndex){    USplineMeshComponent* SegmentMesh = NewObject<USplineMeshComponent>(this);    SegmentMesh->SetMobility(EComponentMobility::Movable);    SegmentMesh->SetupAttachment(Spline);    SegmentMesh->SetStaticMesh(RoadMesh);    SegmentMesh->SetForwardAxis(ESplineMeshAxis::X, /*bUpdateMesh=*/false);    SegmentMesh->RegisterComponent();
    FVector StartPos, StartTangent, EndPos, EndTangent;    Spline->GetLocationAndTangentAtSplinePoint(SegmentIndex, StartPos, StartTangent, ESplineCoordinateSpace::Local);    Spline->GetLocationAndTangentAtSplinePoint(SegmentIndex + 1, EndPos, EndTangent, ESplineCoordinateSpace::Local);    SegmentMesh->SetStartAndEnd(StartPos, StartTangent, EndPos, EndTangent, /*bUpdateMesh=*/true);}

Noise and deterministic random

cpp
#include "Math/RandomStream.h"#include "Math/UnrealMathUtility.h"
// All three return a continuous value in [-1, 1]float SampleNoise(const FVector& Position, float Frequency){    const float N1 = FMath::PerlinNoise1D(Position.X * Frequency);    const float N2 = FMath::PerlinNoise2D(FVector2D(Position.X, Position.Y) * Frequency);    const float N3 = FMath::PerlinNoise3D(Position * Frequency);    return (N1 + N2 + N3) / 3.f;}
FTransform MakeSeededTransform(int32 Seed, const FVector& Origin){    FRandomStream Stream(Seed);    const float Unit = Stream.GetFraction();              // [0, 1), same as FRand()    const double Offset = Stream.FRandRange(-50.0, 50.0);    const int32 Variant = Stream.RandRange(0, 3);         // inclusive on both ends    const FVector Direction = Stream.VRand();             // uniform unit vector
    return FTransform(FRotator(0.0, Unit * 360.0, 0.0),                      Origin + Direction * Offset,                      FVector(1.0 + Variant * 0.1));}

Determinism rules:

  • Derive every stream from one project seed. FRandomStream::Initialize(int32) resets a stream; GetCurrentSeed() / GetInitialSeed() let you checkpoint one.
  • Inside PCG, seed per point from ReadRanges.SeedRange[Index], or take the node seed from FPCGContext::GetSeed(). Do not call FMath::Rand.
  • For networked generation, replicate the seed (GameState or spawn parameter) and use Generate(bForce); GenerateLocal never replicates.
  • Sort inputs before consuming them when order affects the result — iteration order of gathered actor data is not guaranteed stable.

Octave/fractal noise, Poisson disc sampling, marching cubes, BSP dungeons and wave function collapse are implemented in procedural mesh patterns [blocked].

Deprecated — do not use

Do not emitUse in 5.8Source
FSimplePCGElementIPCGElementUE_DEPRECATED(5.4) in PCGElement.h:271
IPCGElement::Initialize(const FPCGDataCollection&, TWeakObjectPtr<UPCGComponent>, const UPCGNode*)Initialize(const FPCGInitializeElementParams&)UE_DEPRECATED(5.6) in PCGElement.h:147
FPCGContext::SourceComponentFPCGContext::ExecutionSourceUE_DEPRECATED(5.6) in PCGContext.h:122
FPCGContext::GetComponentName()GetExecutionSourceName()UE_DEPRECATED(5.6) in PCGContext.h:207
FPCGContext::StackGetStack()UE_DEPRECATED(5.6) in PCGContext.h:147
UPCGSpatialData::IntersectWith/ProjectOn/UnionWith/Subtract/CopyInternal without a contextoverloads taking FPCGContext*UE_DEPRECATED(5.5) in Data/PCGSpatialData.h:208-280
ToPointData() (no context)ToBasePointData(FPCGContext*) / ToBasePointDataWithContextDeprecatedFunction in Data/PCGSpatialData.h:159
UPCGPointData::GetOctree() / IsOctreeDirty()GetPointOctree() / IsPointOctreeDirty()UE_DEPRECATED(5.6) in Data/PCGPointData.h:145,147
UPCGComponent::CleanupLocal(bRemoveComponents, bSave)CleanupLocal(bRemoveComponents)UE_DEPRECATED(5.6) in PCGComponent.h:236
UPCGComponent::GenerateLocal(..., EPCGHiGenGrid Grid, ...)overload taking a uint32 grid sizeUE_DEPRECATED(5.8) in PCGComponent.h:872
UPCGGraph::HiGenExponential / GetGridExponential()HiGenGridSizeMultiplier / GetGridSizeMultiplier()UE_DEPRECATED(5.8) in PCGGraph.h:866,872
UPCGGraph::bIsEditorOnlyShouldCook (FPerPlatformBool)UE_DEPRECATED(5.8) in PCGGraph.h:868
UPCGSettings::BP_GetTypeUnionOfIncidentEdgesGetTypeUnionIDOfIncidentEdgesUE_DEPRECATED(5.7) in PCGSettings.h:520
UInstancedStaticMeshComponent::InstanceBodiesGetInstanceBodies()UE_DEPRECATED(5.8) in Components/InstancedStaticMeshComponent.h:524
UInstancedStaticMeshComponent::InitInstanceBodyInstancePhysicsBodiesUE_DEPRECATED(5.8) in Components/InstancedStaticMeshComponent.h:771
ApplyPerlinNoiseToMeshApplyPerlinNoiseToMesh2UE_DEPRECATED(5.7) in GeometryScript/MeshDeformFunctions.h:401
CopyMeshToStaticMesh without bUseSectionMaterialsoverload taking bUseSectionMaterialsUE_DEPRECATED(5.5) in GeometryScript/MeshAssetFunctions.h:311

Common Mistakes

Iterating FPCGPoint arrays in a custom element: GetPoints() only exists on UPCGPointData, so PCG silently converts every input and you pay a full copy. Override SupportsBasePointDataInputs to return true and read FConstPCGPointValueRanges.

Forgetting AllocateProperties before writing: FPCGPointValueRanges built with bAllocate = false leaves unallocated ranges empty, so indexing them fails the checkf range check (Utils/PCGValueRange.h:139). Call SetNumPoints then AllocateProperties for every property you intend to write.

GenerateLocal in multiplayer: it is not a network function, so clients never generate. Use Generate(bool bForce) (NetMulticast, Reliable) and replicate the seed.

Generating from Tick: PCG generation schedules graph tasks. Use GenerateOnDemand and call Generate only when inputs change, or GenerateAtRuntime and let the scheduler budget it.

Caching a node that spawns actors: leaving IsCacheable at true for a node that creates actors or components produces duplicated or missing artifacts on regeneration. Return false.

Expecting UpdateMeshSection_LinearColor to change topology: it only rewrites existing vertices. Adding or removing triangles requires CreateMeshSection_LinearColor.

Clockwise triangle winding: front faces are counter-clockwise, so clockwise triangles vanish under back-face culling.

Calling AddSplinePoint with bUpdateSpline = true in a loop: each call rebuilds the whole reparameterization table. Pass false and call UpdateSpline() once.

Spacing instances by spline input key: the key is not proportional to arc length. Step by distance and use GetTransformAtDistanceAlongSpline.

bMarkRenderStateDirty = true on every instance update: each call re-uploads the instance buffer. Leave it false in the loop and call MarkRenderStateDirty() once.

Expecting Nanite from UProceduralMeshComponent: it has no Nanite path. Bake to a UStaticMesh in the editor with CopyMeshToStaticMesh (editor-only) or scatter Nanite static meshes with PCG and instanced components.

Related Skills

  • ue-actor-component-architecture — component construction, registration, attachment and lifecycle for the components created here
  • ue-physics-collision — collision profiles, body setup, complex vs simple collision, traces used to project scatter onto terrain
  • ue-materials-rendering — material instances, PerInstanceCustomData, Nanite and virtual texturing for generated geometry
  • ue-world-level-streaming — World Partition, data layers and HLODs that PCG partitioning and runtime generation build on
  • ue-async-threading — ParallelFor, Async, task graph and thread-safety rules for background mesh and point computation
  • ue-mass-entity — large agent populations, an alternative to instanced components for crowds
  • ue-data-assets-tables — data assets and data tables that drive generation parameters and mesh/prop tables
  • ue-niagara-effects — Niagara systems, user parameters, data interfaces and data channels

来源与署名

来源:quodsoler/unreal-engine-skills位于skills/ue-procedural-generation提交f3742d7

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