Check Out a Cool Procedural Road Generator For Unreal Engine 5

Paul Martin Eliasz's latest generator is powered by UE5's PCG.

Senior Technical Artist and Unreal Engine specialist Paul Martin Eliasz continues working on his procedural worldbuilding tool for Unreal Engine 5, showcasing an amazing new road generator added to the tool with the latest update.

In case you missed it, the project itself was first unveiled by Paul back in February. Powered by the engine's Procedural Content Generation (PCG) framework, the add-on enables the user to effortlessly set up realistic-looking forest landscapes, tweak the generated scene's parameters, such as trees, grass, and rocks, add rivers and roads, and more. Designed as a downloadable plug-in, the solution is set to become available in the near future alongside Paul's new animation course.

With the most recent demo, the artist provided a closer look at the tool's new road generator that lets the user easily set up and customize modern roads in the engine, add guardrails, change the number of lanes, play around with road markings, and more. You can check out the new demo attached above or by clicking this link.

You can learn more about Paul and check out the artist's previous projects by clicking this link.

In case you're unfamiliar, UE5's PCG framework was first introduced back in May 2023 with the release of Unreal Engine 5.2. It includes both in-editor tools and a runtime component, providing users with the capability to define rules and parameters for populating expansive scenes with Unreal Engine assets, greatly expediting the process of creating large-scale virtual worlds and making it more efficient and user-friendly.

If you would like to learn more about UE5's Procedural Content Generation toolset, here are a couple of great tutorials that will help you get started:

We also recommend checking out our recent interview with 3D Artist Matthias Pressler, who explained how Unreal Engine's PCG framework helped him create the procedural garden generator and showed us the role packed level instances had in the project.

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Comments 2

  • Anonymous user

    So, padding then?

    0

    Anonymous user

    ·a month ago·
  • Anonymous user

    I’m concerned that the term “procedural” is becoming overworked, being used for too many different meanings.  On the one hand, it has come to mean tools used during development that expedite a human designer’s world or level design, through procedurally generated landscape: terrain, foliage, etc.  On the other hand, it has has come to mean level or world design that is generated on-the-fly within a game, using no human intervention besides a set of pre-configured parameters, such as Starfield’s procedurally-generated worlds, as opposed to world or level design that are built wholly or in part before release. I feel like we could come up with a better term for the former, like Procedurally-Assisted Design, perhaps.

    0

    Anonymous user

    ·a month ago·

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