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Getting Started with the Basic PCG Forest

  • Migration of the Basic PCG Forest
  • Integration of the Basic PCG Forest

Fundamentals of the Basic PCG Forest

  • Architecture of the Basic PCG Forest
  • Core Principles of the Basic PCG Forest

Common Use Cases for the Basic PCG Forest

  • Replacing a tree to a new static mesh
  • Adding new PCG Content
  • Change Density

Misc docs for the Basic PCG Forest

  • Videos of the Basic PCG Forest
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  • Replacing a tree to a new static mesh

Replacing a tree to a new static mesh

< 1 min read

Replacing a tree to a new static mesh #

When replacing a tree you should check various things. First of all you need to set the size that should be excluded around that tree for other spawns. This way the meshes won’t spawn into each other. You should change the extents variable based on the size that you prefer in the PCG_SubGraph_Trees. After having done that you can change the actor or static mesh that is spawned in the trees part of the PCG_Forest. This process is basically the same for all other static meshes.

Adding new PCG content example
Changing density example

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