git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-procedural-generation" ~/.claude/skills/comeonoliver-skillshub-ue-procedural-generation && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-procedural-generation/SKILL.mdue-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
// Build.cs PublicDependencyModuleNames.Add("PCG");
// .uproject Plugins array { "Name": "PCG", "Enabled": true }
Core Classes
| Class | Header | Purpose |
|---|---|---|
| | Actor component driving generation |
| | Asset: nodes + edges |
| | Graph instance with parameter overrides |
| | Point cloud between nodes |
| | Node settings base class |
| | Custom Blueprint node base |
UPCGComponent Key API (from PCGComponent.h
)
PCGComponent.h// Assign graph (NetMulticast) void SetGraph(UPCGGraphInterface* InGraph); // Trigger generation (NetMulticast, Reliable) — use for multiplayer void Generate(bool bForce); // Local non-replicated generation void GenerateLocal(bool bForce); // Cleanup void Cleanup(bool bRemoveComponents); void CleanupLocal(bool bRemoveComponents); // Notify to re-evaluate after Blueprint property change void NotifyPropertiesChangedFromBlueprint(); // Read generated output const FPCGDataCollection& GetGeneratedGraphOutput() const;
Generation triggers (
EPCGComponentGenerationTrigger):
— one-shot on BeginPlayGenerateOnLoad
— explicitGenerateOnDemand
call onlyGenerate()
— budget-scheduled byGenerateAtRuntimeUPCGSubsystem
UPCGGraph Node API (from PCGGraph.h
)
PCGGraph.h// Add node by settings class UPCGNode* AddNodeOfType(TSubclassOf<UPCGSettings> InSettingsClass, UPCGSettings*& DefaultNodeSettings); // Connect two nodes UPCGNode* AddEdge(UPCGNode* From, const FName& FromPinLabel, UPCGNode* To, const FName& ToPinLabel); // Graph parameters (typed template) 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); }; // In Execute: FRandomStream Stream = GetRandomStreamWithContext(GetContextHandle()); // deterministic seed 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:
— when node spawns actors or componentsbIsCacheable = false
— for actor spawn, component addbRequiresGameThread = true
/CustomInputPins
— extra typed pinsCustomOutputPins
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).
// Set PCG seed at runtime for deterministic variation UPCGComponent* PCG = FindComponentByClass<UPCGComponent>(); PCG->Seed = MyDeterministicSeedValue; PCG->Generate(); // Regenerate with new seed
PCG Data Types
| Type | Contains | Use for |
|---|---|---|
/ Point Data | Position, rotation, scale, density, color | Scatter placement, foliage, instance positioning |
| Spline points + tangents | Roads, rivers, paths, boundary definitions |
| Height + layer weight sampling | Terrain-aware placement, biome queries |
| 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
// Build.cs PublicDependencyModuleNames.Add("ProceduralMeshComponent");
Core API
// Create section: vertices, triangles (CCW = front), normals, UVs, colors, tangents 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); // Updates vertex positions (incl. collision if enabled). Cannot change topology. 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, /*bCreateCollision=*/true); }
Performance Notes
- One draw call per
. Keep vertex count < 65K per section.CreateMeshSection
updates vertex positions and collision (if enabled) but cannot change topology — callUpdateMeshSection
for new triangles.CreateMeshSection- ProceduralMesh does not support Nanite.
- Compute vertex data on background thread; call
on game thread only.CreateMeshSection
Async Mesh Generation
Generate vertices on a background thread, then apply on the game thread:
// Background task — compute vertices class FMeshGenTask : public FNonAbandonableTask { public: TArray<FVector> Vertices; TArray<int32> Triangles; void DoWork() { /* Marching cubes, noise sampling, etc. */ } FORCEINLINE TStatId GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshGenTask, STATGROUP_ThreadPoolAsyncTasks); } }; // Launch and poll // Use FAsyncTask (not FAutoDeleteAsyncTask) when polling IsDone() is needed. // FAutoDeleteAsyncTask deletes itself on completion — calling IsDone() afterward is a use-after-free. auto* Task = new FAsyncTask<FMeshGenTask>(); Task->StartBackgroundTask(); // Poll safely: if (Task->IsDone()) { /* use Task->GetTask().Vertices */ delete Task; }
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 () | HISM () |
|---|---|---|
| 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
)
InstancedStaticMeshComponent.hvirtual 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); // O(n) for ISM; triggers async BVH rebuild for HISM virtual void PreAllocateInstancesMemory(int32 AddedCount); int32 GetNumInstances() const; // Per-instance custom float data (read in materials via PerInstanceCustomData) 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
// Built-in Perlin (all output in [-1, 1]) float N1 = FMath::PerlinNoise1D(X * Freq); float N2 = FMath::PerlinNoise2D(FVector2D(X, Y) * Freq); float N3 = FMath::PerlinNoise3D(FVector(X, Y, Z) * Freq); // Octave noise 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; } // Seeded deterministic random 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
)
SplineComponent.h// Build spline (always batch with bUpdateSpline=false, call UpdateSpline() once after) 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(); // Rebuild reparameterization table // Query by arc-length distance 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; // Point editing 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
// Place instances evenly along spline float Len = Spline->GetSplineLength(); for (float D = 0.f; D <= Len; D += Spacing) { FTransform T = Spline->GetTransformAtDistanceAlongSpline(D, ESplineCoordinateSpace::World); HISM->AddInstance(T, /*bWorldSpace=*/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, /*bUpdateMesh=*/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
// Marching Cubes result → ProceduralMesh ProceduralMesh->CreateMeshSection(0, MarchVerts, MarchTris, MarchNormals, MarchUVs, {}, {}, /*bCreateCollision=*/true);
Common Mistakes and Anti-Patterns
PCG
- Calling
inGenerateLocal()
— generation is not free; useTick
and regenerate only on data change.GenerateOnDemand - Using
in multiplayer — it is NOT replicated; useGenerateLocal()
(NetMulticast).Generate(bForce) - Heavy custom nodes with
— only cache if output depends solely on inputs + seed.bIsCacheable = true - Graphs with
fail to cook into packaged builds.bIsEditorOnly = true
ProceduralMeshComponent
- Passing
tobCreateCollision=false
— characters fall through the mesh.CreateMeshSection - Calling
expecting topology to change — vertex count must match; useUpdateMeshSection
for new triangles.CreateMeshSection - 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
on everybMarkRenderStateDirty=true
in a loop — only setUpdateInstanceTransform
on the last call.true - Skipping
before bulk add — repeated realloc degrades performance.PreAllocateInstancesMemory
Splines
- Calling
in a loop — rebuilds reparameterization table every call; useAddSplinePoint(bUpdateSpline=true)
and callfalse
once.UpdateSpline() - 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.
does not replicate;GenerateLocal()
isGenerate(bool)
.NetMulticast, Reliable
Related Skills
— component lifecycle, registration, replicationue-actor-component-architecture
— collision profiles, complex vs. simple on generated geometryue-physics-collision
—ue-cpp-foundations
,NewObject
,TSubclassOf
, memory managementTArray
Reference Files
— all PCG node types, pin labels, settings fields, determinism checklistreferences/pcg-node-reference.md
— quad grid, marching cubes, dungeon BSP, L-system, WFC, spline roadreferences/procedural-mesh-patterns.md