In this tutorial, I demonstrate how to leverage physical materials within the landscape material to guide the Procedural Content Generation (PCG) system in Unreal Engine. By assigning different physical materials to various parts of the landscape, we can instruct the PCG system on what to generate based on each area’s physical properties.
First, I explain how to use physical materials in the landscape material to define different regions. Then, I show how to filter points in the PCG system based on these physical materials, ensuring that each area generates the appropriate content. Finally, I illustrate how to spawn a group of meshes, assembled in a blueprint, using the Spawn Actor node, to bring the environment to life.
Timeline
00:00 Intro
00:38 Making Landscape Material With Physical Materials
03:38 PCG