--- title: "ProceduralContentGeneration" type: concept tags: ["unreal-engine", "procedural", "environment", "pcg"] sources: ["unreal-technical-artist", "unreal-world-builder"] last_updated: 2026-04-30 --- ## Aliases - PCG - Procedural Content Generation - UE5 PCG - Procedural Foliage Tool ## Definition PCG(Procedural Content Generation,程序化内容生成)是 UE5 中通过图形化节点系统自动生成大规模环境资产(植被、岩石、碎片等)的系统。通过采样表面、随机化和几何约束,在运行时或预烘焙模式下批量放置资产。 ## PCG vs Foliage Tool 选型原则 | 场景 | 工具选择 | |------|---------| | 手绘英雄资产放置 | Foliage Tool(传统) | | 大规模植被(1000+ 实例) | PCG + Nanite 预烘焙 | | Runtime 生成(小区域 < 1km²) | PCG Runtime | | 大面积开放世界(> 1km²) | PCG 预烘焙(流式兼容) | ## PCG Graph 标准结构(以 Forest Population 为例) 1. **Surface Sampler**:在 World Partition 表面采样点 2. **Attribute Filter**:按 biome mask 密度纹理过滤 3. **Exclusion**:道路(8m buffer)、路径(4m)、水体(2m)、建筑(15m sphere) 4. **Poisson Disk Distribution**:最小间距防止聚集 5. **Randomization**:旋转(Yaw 0-360°)和缩放(0.85-1.25x) 6. **Weighted Mesh Assignment**:按权重分配网格类型(如 40% Oak, 30% Pine, 20% Birch) 7. **Culling**:Nanite 资产 cull 80,000cm,非 Nanite cull 30,000cm ## PCG Exposed Parameters(设计师调优旋钮) - `GlobalDensityMultiplier`: 0.0–2.0 - `MinForestSeparation`: 1.0–8.0m - `RoadExclusionEnabled`: bool ## Performance Constraints - 所有 PCG 放置资产应在条件允许时启用 Nanite - 大面积(> 1km²)使用预烘焙输出以兼容流式加载 - Runtime PCG 仅限小区域,生成须在 3 秒内完成 ## Connections - [[UnrealWorldBuilder]] ← 植被放置 ← ProceduralContentGeneration - [[UnrealEngine5]] ← 运行环境 ← ProceduralContentGeneration - [[Nanite]] ← 几何支持 ← ProceduralContentGeneration - [[WorldPartition]] ← 空间管理 ← ProceduralContentGeneration ## Sources - [[unreal-technical-artist]] - [[unreal-world-builder]]