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Artist Making Fully Procedural Environment with Unreal Engine's PCG

Tanguy Talbert showed how bridges work in the project.

Tanguy Talbert is trying to create something really amazing – an entirely procedural environment that has no manual placement, "just pure procedural magic." The project is being set up in Unreal Engine 5.5 using its Procedural Content Generation (PCG).

While Talbert thinks its UX "could be more intuitive in some areas," he praises Unreal’s PCG loop feature, calling it a game-changer.

In the video above, you can see one of the tools in the pipeline, which places bridges covered by vegetation, reminding me of Pavel Oliva's green fences, also made with PCG.

Talbert's tool is driven entirely by PCG, with the planks procedurally generated in Houdini and plants taken from Megascans. Talbert used a spline for planks and added collisions to spawn the foliage. He also utilized custom Blueprints nodes with some loops to "process the spline and generate the hanging rope details."

If you want to try this at home, you're in luck: Talbert promised to post a breakdown of the tool soon, so follow him on LinkedIn and check out his other works on ArtStation.

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This project includes assets, maps, materials, Blueprints, and effects created in the Unreal Engine. Each asset was created for realistic AAA quality visuals, style, and budget.

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