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Procedural Content Generation

UE5 PCG Framework

虚幻引擎5程序化内容生成框架

Master the PCG (Procedural Content Generation) framework in Unreal Engine 5. Create vast landscapes, cities, dungeons, and vegetation distributions using node-based graphs. Generate game content procedurally at editor-time or runtime.

掌握虚幻引擎5中的PCG(程序化内容生成)框架。使用基于节点的图创建广阔的地形、城市、地牢和植被分布。在编辑器时间或运行时程序化生成游戏内容。

📖 Official Documentation / 官方文档

What is PCG? / 什么是PCG?

The PCG Framework is a production-ready toolset for creating procedural content in Unreal Engine 5. It enables artists and designers to build tools of any complexity—from simple asset placement tools to entire world generators—using visual node graphs.

PCG框架是虚幻引擎5中用于创建程序化内容的生产就绪工具集。它使艺术家和设计师能够使用可视化节点图构建任何复杂度的工具——从简单的资产放置工具到整个世界生成器。

5.7+
UE Version / 版本
Node-Based
Visual / 可视化
Real-Time
Editor / 编辑器

Key Features / 核心特性

🎨
Visual Node Graphs
Create complex procedural systems using intuitive visual nodes. No programming required for basic workflows.

使用直观的可视化节点创建复杂的程序化系统。基本工作流无需编程。
Real-Time Updates
Changes in the node graph editor update your project instantly in the editor. See results immediately.

节点图编辑器中的更改会立即在编辑器中更新项目。立即看到结果。
🌍
Scalable Worlds
Generate entire landscapes, cities, or dungeons procedurally. Scale from small areas to massive worlds.

程序化生成整个地形、城市或地牢。从小规模区域扩展到大规模世界。
🎲
Seed-Based Repeatability
Lock randomness with seeds for consistent, reproducible results while allowing for variation.

使用种子锁定随机性以获得一致、可重现的结果,同时允许变化。
🔧
Editor & Runtime
Generate content at editor-time for level design or at runtime for dynamic, procedural worlds.

在编辑器时生成内容用于关卡设计,或在运行时生成动态程序化世界。
🔌
Extensible & Interactive
Built for extensibility and easily integrates into existing world-building pipelines.

专为可扩展性构建,轻松集成到现有的世界构建管线中。

Common Use Cases / 常见用例

🏔️ Landscapes & Terrain
Generate large-scale terrain with mountains, valleys, rivers, and natural features.

生成包含山脉、山谷、河流和自然特征的大规模地形。
🏙️ Cities & Urban Areas
Procedurally place buildings, streets, and urban environments with realistic layouts.

程序化放置建筑物、街道和城市环境,具有逼真的布局。
🏰 Dungeons & Interiors
Create complex dungeon layouts, room connections, and interior spaces.

创建复杂的地牢布局、房间连接和内部空间。
🌲 Vegetation
Distribute trees, grass, bushes, and plants based on terrain, biomes, or rules.

根据地形、生物群落或规则分布树木、草地、灌木和植物。
🪨 Rocks & Nature
Scatter rocks, boulders, and natural objects with realistic clustering and distribution.

以逼真的聚集和分布散布岩石、巨石和自然物体。
🏗️ Architecture
Generate buildings, structures, and architectural elements procedurally.

程序化生成建筑物、结构和建筑元素。

Quick Start Workflow / 快速入门

1
Enable PCG Plugin / 启用PCG插件
Go to Edit → Plugins, search for "PCG", and enable the Procedural Content Generation Framework plugin.

进入Edit → Plugins,搜索"PCG",并启用程序化内容生成框架插件。
2
Create PCG Component / 创建PCG组件
Right-click in Content Browser → PCG → PCG Component. Name it and open the graph editor.

在内容浏览器中右键单击 → PCG → PCG Component。命名并打开图编辑器。
3
Add Surface Sampler / 添加表面采样器
Add a Surface Sampler node to sample points from terrain or surfaces.

添加Surface Sampler节点以从地形或表面采样点。
4
Filter Points / 过滤点
Use filter nodes to avoid steep slopes, group points, or apply custom rules.

使用过滤器节点避免陡峭斜坡、分组点或应用自定义规则。
5
Spawn Meshes / 生成网格
Add a Mesh Sampler node to spawn static meshes, foliage, or actors at sampled points.

添加Mesh Sampler节点在采样点生成静态网格、植被或Actor。
6
Generate / 生成
Click the Generate button in the PCG component to create content in your level.

点击PCG组件中的Generate按钮在关卡中创建内容。

Essential Nodes / 核心节点

Surface Sampler
Sampling Node
Samples points from terrain or mesh surfaces. Can sample by density, slope, height, or custom attributes.

从地形或网格表面采样点。可以按密度、坡度、高度或自定义属性采样。
Mesh Sampler
Spawning Node
Spawns static meshes, foliage, or actors at sampled points. Supports rotation, scale, and alignment.

在采样点生成静态网格、植被或Actor。支持旋转、缩放和对齐。
PCG Spawn Actor
Spawning Node
Spawns actors or Blueprints with optional parameter passing. Great for interactive objects.

生成Actor或蓝图,可选择传递参数。非常适合交互式对象。
PCG Metadata
Data Node
Stores and passes metadata between nodes. Useful for conditional logic and data flow.

在节点之间存储和传递元数据。对条件逻辑和数据流很有用。
PCG Filter
Utility Node
Filters points based on attributes like slope, height, density, or custom conditions.

根据坡度、高度、密度或自定义条件过滤点。
PCG Transform
Transformation Node
Transforms points with rotation, translation, scale. Can align to surface normal or custom axis.

使用旋转、平移、缩放变换点。可以对齐到表面法线或自定义轴。

Best Practices / 最佳实践

01
Start Simple / 从简单开始
Begin with basic Surface Sampler → Filter → Mesh Sampler workflow. Gradually add complexity as needed.

从基本的Surface Sampler → Filter → Mesh Sampler工作流开始。根据需要逐步增加复杂性。
02
Use Seeds for Consistency / 使用种子保持一致性
Set seeds on random nodes to reproduce results. Lock seeds when you're happy with a variation.

在随机节点上设置种子以重现结果。当您对变化满意时锁定种子。
03
Test in Small Areas / 在小区域测试
Test your PCG graph on a small area first before scaling to entire worlds.

在扩展到整个世界之前,先在小区域测试PCG图。
04
Filter Aggressively / 积极过滤
Use multiple filters to avoid spawning objects in impossible locations (underwater, steep slopes).

使用多个过滤器避免在不可能的位置(水下、陡坡)生成对象。
05
Profile Performance / 性能分析
Large PCG graphs can be heavy. Use the Profiler to identify bottlenecks and optimize.

大型PCG图可能很重。使用Profiler识别瓶颈并优化。
06
Document Your Graphs / 记录图表
Name nodes descriptively and add comments. Your team will thank you later.

使用描述性名称命名节点并添加注释。您的团队以后会感谢您。

Key Learnings / 关键要点

  • Node-based visual programming - Create procedural systems without coding
    基于节点的可视化编程 - 无需编码创建程序化系统
  • Production-ready in UE 5.7 - Stable and feature-complete for real projects
    在UE 5.7中生产就绪 - 稳定且功能完整,可用于实际项目
  • Works at editor and runtime - Generate content while designing or during gameplay
    在编辑器和运行时工作 - 设计时或游戏期间生成内容
  • Seed-based repeatability - Lock randomness for consistent results
    基于种子的可重复性 - 锁定随机性以获得一致结果
  • Integrates with existing pipelines - Works with Substrate, physics, and other UE systems
    与现有管线集成 - 与Substrate、物理和其他UE系统配合使用