I imagined a gameplay feature built in Unreal Engine 5 using PCG.
Players can draw directly on a map, and their strokes generate real-time procedural walls.
The system combines a dynamic mesh base, instanced bricks to dress the structure, and voxelized collision.
Finally, procedural ivy adds a touch of life and greenery to the walls.
Walkthrough PCG Wall :
Step 1: Generate dynamic mesh from spline
Step 2: Apply booleans to create damage
Step 3: Add bricks to dress the wall
Step 4: Scatter debris and loose bricks around damaged areas
Step 5: Add ivy for a touch of life
Playing with Graph parameters
Playing with Splines
Map Tech : Runtime Virtual Texture capture Landscape Height and is used by Map Material