PCG
Blueprint AI authors Procedural Content Generation graphs the way it authors Blueprints: add nodes, wire pins, expose parameters, set deep node-settings properties, and auto-layout the result — plus graph instances and the standalone PCG assets.
Graphs & nodes
Section titled “Graphs & nodes”Create a PCG graph called PCG_Scatter in /Game/PCG Search PCG nodes for “surface sampler” and add one, then add a Static Mesh Spawner node Connect the Surface Sampler output to the Static Mesh Spawner input Set the spawner’s mesh entry to SM_Rock via MeshSelectorParameters.MeshEntries[0].Descriptor.StaticMesh Lay out the PCG_Scatter graph
Parameters
Section titled “Parameters”Add a float graph input Density to PCG_Scatter and set its default to 0.5 List the graph inputs on PCG_Scatter
Instances & standalone assets
Section titled “Instances & standalone assets”Create a PCG graph instance called PCG_Scatter_Dense from PCG_Scatter Override its Density parameter to 0.9 Create a PCG Compute Source called PCG_CS_Noise and set its HLSL source