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Runtime Drawn Walls | Unreal Engine 5 - PCG

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

PCG Graph Overview

PCG Graph Overview

Draw Strokes:
At runtime, the player interact with the table blueprint and draws a spline.
This spline is used to generate a dynamic mesh that visualizes the ink strokes.
A duplicate of the spline is also scaled and used by PCG.

Draw Strokes:
At runtime, the player interact with the table blueprint and draws a spline.
This spline is used to generate a dynamic mesh that visualizes the ink strokes.
A duplicate of the spline is also scaled and used by PCG.

Map Tech : Runtime Virtual Texture capture Landscape Height and is used by Map Material

Map Material : Topographic Effect

Map Material : Topographic Effect