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# Filtering Overlapping Objects - Procedural Content Generation (PCG) - Episode 11

**[Ben Cloward](https://daily.dev/sources/bencloward)** · 24 min read · 0 upvotes · 0 comments

## Summary

Episode 11 of a tutorial series on Unreal Engine's Procedural Content Generation (PCG) system covers two methods for filtering overlapping objects. The first method uses the self-pruning node to remove overlapping points within the same graph, demonstrated by spacing out trees in a forest scene. The second method uses the difference node combined with PCG graph input/output nodes to prevent objects from one graph (wood debris like stumps and fallen logs) from spawning in locations already occupied by objects from another graph (trees). The tutorial also walks through building a wood debris scatter graph using create points grid, transform points, landscape projection, slope filtering via normal-to-density, and static mesh spawner nodes.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=ikhRzWHisEw>

## Similar posts on daily.dev

- [Explore Production-Ready PCG In Unreal Engine 5.7](https://daily.dev/posts/explore-production-ready-pcg-in-unreal-engine-5-7-llpg7z4r7) · 80 LEVEL · 1 upvotes · 0 comments

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Tags: [#game-development](https://daily.dev/tags/game-development), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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