Installation
Here are the download links for the PCG plugin and a step-by-step guide on how to open it in Unreal Engine.
Install
- Download the ‘CreatorTools’ Plugin from the Creator Tools Dashboard, then extract the folders and copy them into your project ‘Plugins’ folder of your Unreal Engine Project.
Open up your Unreal Project, head over to ‘Plugins’, and search for ‘PCG’. Then make sure all 3 are enabled. Then restart your project to make sure the changes you have just made are enabled.
- Now in ‘Place Actors’, you should be able to see a ‘PCG Tab’ with all of the available systems. Some systems require more than one element to function, please see each system's documentation below on how they function.
Compatibility
Now let's look at the compatibility of various systems within the PCG plugin, and how they interact with each other and other components.
Biome Generator
This system is compatible with both the path cut and the path generator systems, both are used to subtract meshes from the biome but whilst the Path Cut will only erase the meshes inside the spline range, the Path Generator creates new meshes in the form of a path. The Spline Biome is also required to define the area you want meshes to spawn in.
Multi-Biome Generator
This system is also compatible with both the Path Cut and the Path Generator systems, both are used to subtract meshes from the biome but the path generator creates new meshes in the form of a path. The Spline Layered Biome is also required to define the area you want meshes to spawn in.
Path Cut
This system is compatible with both of the Biome generators, it is used to subtract meshes from the given systems.
Path Generator
This system is compatible with both the Biome Generators, it is used to subtract meshes from the systems and create unique meshes in the form of a path.
Large Assembly
This system scatters meshes on the assembly and if a landscape is present it will also scatter on this, it can be used with the other systems to get your desired result but this system won’t affect the others.
Scatter On Mesh
This system scatters meshes on a given mesh, it can be used with the other systems to get your desired result but this system won’t affect the others.
Mesh Culling
Unfortunately, mesh culling is not an exposable parameter in the current version of PCG, but the following steps will ensure you can set up culling for your systems. This will only need to be done once.
- Locate the ‘PCG Graph’ folder, double click on one and your graph will open.
- Locate the ‘Static Mesh Spawner’, click on it, and in the details search bar, type ‘cull’. Here test out values that work in your scene, small objects like grass should have a lower culling value to increase performance, and large objects such as trees, bushes, and rocks can have a higher culling value.
- The ‘PCG_Layered’ Graph is made with sub-systems, here you will need to adjust the culling values for each system. Simply double-click the sub-system (red nodes) and then you will repeat the same process shown above.
The AR model allows you to visualize 3D models within the experience.
To create a new AR model, follow these steps:
- Right-click in the Content Browser.
- Go to Miscellaneous → Data Asset.
- Search for "ARModel" and select the corresponding type.
- Click "Create" to generate the asset.
- The AR Data Asset contains all necessary configurations for the AR Viewer.
Key | Description |
MeshURL | The URL or references for the 3D Mesh to display in the AR model. |
iFrame Model
The iFrame model allows you to embed websites or iframes within the experience.
To create a new iFrame model, follow these steps:
- Right-click in the Content Browser.
- Navigate to Miscellaneous → Data Asset.
- Search for "iFrame" and select the appropriate type.
- Click "Create" to generate the asset.
- The iFrame Data Asset contains all necessary configurations for the iFrame Viewer.
Key | Description |
URL | The URL or references for the web page to display in the iFrame model. |
Media Model
The Media model allows you to embed videos and images within the experience.
To create a new Media model, follow these steps:
- Right-click in the Content Browser.
- Navigate to Miscellaneous → Data Asset.
- Search for "Media" and select the appropriate type.
- Click "Create" to generate the asset.
- The Media Data Asset contains all necessary configurations for the Media Viewer.
Key | Description |
URLs | The URL or references for the Videos, Images to display in the Media model. |
Automated Action Model Creation Process
To streamline the process of creating action models, assets, and attaching them to interactables, we now support direct editing within the Details Panel of interactables placed in the scene.
Using the Action Type dropdown, you can specify the type of interactable action. Once selected, the relevant properties will appear below the dropdown for configuration. This automatically creates and attaches the corresponding action models and action type assets to the interactable, significantly reducing the number of steps required.
If you forget to save your action models or action type assets, you can simply clear the action models array on the interactable and make a slight modification to any Action Type property. This will automatically regenerate the entire asset.
Help & Support
If you have questions, suggestions, or feature requests, please join the Official Emperia Discord channel!
You can find support here through private support tickets or general conversation. You will also have the opportunity to showcase your work and chat with like-minded individuals across industries using Creator Tools, Unreal Engine, those creating immersive experiences, and more!
If you prefer, you can also reach out to us via email.