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wiki/concepts/PCG.md
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---
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title: "PCG"
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type: concept
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tags: ["unreal-engine", "procedural-generation", "open-world"]
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sources: ["unreal-technical-artist", "unreal-world-builder"]
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last_updated: 2026-04-26
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---
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## Definition
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Procedural Content Generation(程序化内容生成),UE5 框架,通过图节点控制开放世界资产分布、地形采样、密度过滤和实例化放置。输出确定性:相同输入图和参数始终产生相同结果。
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## Core Pipeline
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1. **Input**:Landscape Surface Sampler → 密度和坡度过滤
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2. **Transform Points**:Jitter 位置(±1.5m XY)、随机旋转(仅 Yaw)、缩放变化(0.8–1.3)
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3. **Density Filter**:Poisson Disk 最小间距(防止重叠)、Biome 密度纹理采样
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4. **Exclusion Zones**:道路缓冲(5m)、玩家路径缓冲(3m)、手动放置 Actor 排除半径(10m)
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5. **Static Mesh Spawner**:权重分配(橡树 40%、松树 35%、桦树 20%、枯树 5%),全启用 Nanite
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## Parameter Interface(必须文档化)
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- GlobalDensityMultiplier(0.0–2.0)
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- MinSeparationDistance(1.0–5.0m)
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- EnableRoadExclusion(bool)
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## Performance Constraints
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- 最差情况下生成时间 < 3 秒
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- 流式加载不得造成帧卡顿(World Partition 配合)
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- PCG 密度控制:PCG → Nanite,密度可扩展至数千实例
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## Advanced Patterns
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- Gameplay Tags 查询驱动环境分布规则
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- 递归 PCG:图 A 的输出作为图 B 的输入
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- Runtime PCG:几何体破坏后重新运行图
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- PCG 调试工具:编辑器视口内可视化点密度、属性值、排除区边界
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## Related
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- [[Nanite]] — PCG 放置资产的首选渲染模式
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- [[WorldPartition]] — 与 PCG 流式加载协同
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- [[Procedural-Level-Design]] — 更广义的程序化关卡设计概念
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