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Unreal Engine 5.4 - Procedural Content Generation (English)

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  • 2,454 名學生
  • 更新於 2/2026
4.3
(271 個評分)
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課程資料

報名日期*
全年招生
課程級別
學習模式
修業期
11 小時 50 分鐘
教學語言
英語
授課導師
Brandon Vox
評分
4.3
(271 個評分)
*提示: 以上時間表僅供參考,以機構網站為準。

課程簡介

Unreal Engine 5.4 - Procedural Content Generation (English)

Learn PCG to create game environments in the fastest way

This is the English version of the course "Unreal Engine 5.4 PCG - Tạo Môi Trường Game bằng PCG".

So, what is PCG or Procedural Content Generation?


Imagine you want to add trees to a level, you have to determine the quantity, the spacing between the trees, etc. This is very time-consuming if done manually. But with PCG, you can do it quickly and accurately.

In the initial sections:

  • Get familiar with the PCG framework

  • Learn how to use the nodes in the PCG Graph

  • Use the Surface Sampler node to create random points

  • Use the Static Mesh Spawner node to create meshes from points

In the "Rock" section, you will add rocks to the level. When the level has various objects like rocks and trees, you will define how they interact with each other. For instance, if a rock and a tree overlap, you will decide whether to remove the rock or the tree.

In the "Mesh Sampler" section, instead of creating points on the landscape surface, you will learn how to create points on any static mesh. For example, I will use the Mesh Sampler node to create mushrooms on tree logs.

Besides the existing/native PCG nodes, you will learn how to create new PCG nodes to suit your needs.

From an initial point, you can create surrounding points. For example, each tree stump can have branches or tree logs around it.

You might like the "Building" section. You will learn how to create a tool for generating buildings. Since a building has many parts, I have broken the section into multiple lectures for each part. You will learn various use cases of the nodes from the previous sections. You can learn and apply a lot after completing this section.

課程章節

  • 17 個章節
  • 151 堂課
  • 第 1 章 Setup Project
  • 第 2 章 Tree
  • 第 3 章 Rock
  • 第 4 章 Foliage
  • 第 5 章 Parameter
  • 第 6 章 Path Spline
  • 第 7 章 Mesh Sampler
  • 第 8 章 Close Spline
  • 第 9 章 Custom PCG Node
  • 第 10 章 Tree Stump
  • 第 11 章 Building
  • 第 12 章 Hierarchy Layers
  • 第 13 章 Landscape Material Layer
  • 第 14 章 Landscape Heightmap
  • 第 15 章 Performance
  • 第 16 章 Ray Hit
  • 第 17 章 Hierarchy Layers 2

課程內容

  • Learn Procedural Content Generation (PCG) in Unreal Engine 5.4, Create game environments quickly, automatically, and accurately, Building Generator, Manage PCG Graph in the most efficient way, Create points on any mesh, Path Spline and Closed Spline, Create custom PCG nodes, Optimize performance

此課程所涵蓋的技能


評價

  • J
    Julio César Sánchez Torres
    4.0

    Un buen curso para entender cómo funciona PCG en UE5, y como podemos usarlo para diferentes escenarios.

  • A
    Aleksei Kuznetsov
    4.0

    Good for start but would be nice to have couple of sections more. Some of the concepts should be used carefully depending on your project setup (e.g. enabling Nanite for static meshes).

  • N
    Nicolas Arnold
    5.0

    Nice! More advanced stuff on PCG, pls. Maybe some C++ solutions.

  • O
    Osvaldo Piña Ramírez
    5.0

    Increible

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