A step-by-step walkthrough of using Unreal Engine's PCG (Procedural Content Generation) hierarchical generation system to efficiently scatter rocks across a game environment. The tutorial covers setting up a PCG graph with partitioned generation, configuring grid cells so only rocks near the player are loaded and rendered, randomizing rock position/rotation/scale for natural variety, projecting points onto terrain, filtering out rocks on steep slopes using a normal-to-density node, and implementing smooth fade-out transitions via material opacity masks and cull distances to avoid jarring pop-in.
•29m watch time
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