

This section describes the tools used to produce the Electric Dreams Environment demo's procedural content. Seed (int64): Point seed computed from point position, node seed, and component seed. At steepness less than 1, the density function returns maximum density value linearly interpolated down to 0, centered on the point's bounds min/max. At steepness 1, the density function returns the maximum density within the point's bounds and returns 0 outside.

Steepness (float): A value ranging from 0 to 1 representing the slope of the point's density function. This value is used in multiple operations such as differences, unions, noise, and filtering.īoundsMin/Max (vec3): Point bounding volume as min and max. Transforms: A transform consisting of a Location (vec3), Rotation (Rotator) and Scale (vec3).ĭensity (float): A point density function maximum value ranging from 0 to 1. Properties must be prefixed with the dollar sign ($), for example, $Density, $Position.x, $Rotation.forward. Properties can be used in attribute operations. Point Properties are sets of predefined properties found on all points in PCG Point Data. A PCG Graph can be used inside another graph as a subgraph.
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A graph describes work through a series of operations performed in the form of a data-flow graph. The PCG Graph is the central piece of PCG. This section contains many of these terms along with definitions and additional information to familiarize you with the language used on this page. The Electric Dreams Environment sample project uses several specialized terms to refer to different structures that are used in the Procedural Content Generation framework. To learn more about the Procedural Content Generation framework in Unreal Engine, see our Procedural Content Generation framework documentation. This page discusses the PCG framework in the context of the Electric Dreams demo with a description of important pieces that you can find in the sample, including: The Electric Dreams Environment incorporates both traditional and procedural workflows directly within Unreal Engine using the Procedural Content Generation framework (PCG). Copy Points With Hierarchy and Apply Hierarchy
