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Forest River Valley - Unreal Engine Procedural Biome (PCG) study

Hello everyone! I have been studying the use of Unreal Engine's PCG biome recently. I have always used Houdini for procedural generation. This is my first time using Unreal Engine's PCG framework to make procedural biomes. This time I also tried multiple lighting effects in the environment and used data layers to switch between multiple lights.I learned a lot in the process. I hope you like it!

Wind effect of leaves - Overcast

Overcast - Under the bridge

Overcast - Under the bridge

Overcast - Behind the bridge

Overcast - Behind the bridge

Overcast - Stuck Rock

Overcast - Stuck Rock

Sunny - In front of the bridge

Sunny - In front of the bridge

Sunny - Behind the bridge

Sunny - Behind the bridge

Sunny - Stuck Rock

Sunny - Stuck Rock

Sunset - Under the bridge

Sunset - Under the bridge

Sunset - In front of the bridge

Sunset - In front of the bridge

Sunset - Behind the bridge

Sunset - Behind the bridge

Rainy - In front of the bridge

Rainy - In front of the bridge

Rainy - Under the bridge

Rainy - Under the bridge

Rainy - Behind the bridge

Rainy - Behind the bridge

Biome Detail

Biome Detail

Biome Detail - Ivy

Biome Detail - Ivy

Biome Detail

Biome Detail

Biome Detail

Biome Detail

PCG Graph

PCG Graph

PCG Demo

Elements used by PCG

Elements used by PCG

For vegetation such as creepers that need to hang upside down on rocks, you need to reset WorldRayHit's RayOrigin (use BoundsCenter instead) and RayDirection (0,0,-1)->(0,0,1)

For vegetation such as creepers that need to hang upside down on rocks, you need to reset WorldRayHit's RayOrigin (use BoundsCenter instead) and RayDirection (0,0,-1)->(0,0,1)

River Detail

River MaterialFoam

Overview

Overview

Process