About Procedural Content Generation (PCG)
When creating grasslands and forests, I used to use the Procedural Foliage tool. Since UE5.2, it is now possible to randomly place natural objects using Procedural Content Generation (PCG).
I have summarized the steps for PCG in a video below, so please take a look.
- How to create a simple “grassland volume”
- How to create a "forest volume" using splines and cut down (delete) trees using paths
- How to place multiple static meshes on a path
- How to cut down (delete) only trees in unnecessary parts of the forest
- How to create a vine volume from a mesh
Click here for the official Unreal Engine 5 documentation.