Natural_PCGTools

UNREAL ASSET Natural_PCGTools v5.5

No permission to download
Supported UE versions
5.5+
Marketplace Listing

1771381145009.webp


The latest version video only showcases a portion of the features. For more details, please refer to the documentation, which will provide more comprehensive explanations and examples.

Document link:Click Here

Description​

  • Natural_PCGTools is a convenient tool based on UE5's built-in PCG and blueprints, allowing you to easily build various environments. With the update of the version, more PCG blueprints will be added or optimized in the future.
  • All assets are licensed under Creative Commons Attribution and are presented as images, movies. Assets and textures from megascans are not included in the asset pack.
  • Models and textures that appear in the Showcase are not included in the asset pack.
  • There are only a few models and textures in the document level of the asset package, all of which are made by me.
  • You can find similar textures on the following websites.
  • https://quixel.com/megascans
  • https://polyhaven.com/textures
  • https://noisecreater.com
  • If you have any questions, please contact me as soon as possible.

  • MeshProjection
  • SnowProjection
  • ScatterObject
  • Scatter objects along a spline
  • Scatter objects within a spline
  • Scatter Objects on a Mesh
  • Scatter objects at any angle (Vertical mode: different objects are scattered on the top and walls)
  • Spline used to exclude scatter range


Before using the tool, make sure to go to Edit -> Plugins and enable:​

  • Geometry Script
  • PCG
  • PCGExternalDataInterop
  • PCGGeometryScriptInterop
If you need to use the scriptable tool version, please enable the following plugins.

  • Scriptable Tools Editor Mode
  • Scriptable Tools Framework


How to use:​

  1. Enable the required plugins and restart the engine
  2. Open the PCG documentation level and read the relevant blueprint information and examples
  3. Find the required blueprint and drag it into the scene
  4. Adjust parameters as needed (different for each blueprint)
  5. Bake the mesh (if available)


If you have any questions about PCG, you can refer to:Here

Some blueprints may require the use of Nanite, for related knowledge, please read:Here

My bilibili homepage:Here
Author
Snakebyte777
First release
Last update

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