claude-code-arcane 2.3.0 → 2.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +15 -0
- package/README.md +54 -6
- package/agents/game/ue-blueprint-specialist.md +125 -0
- package/agents/game/ue-gas-specialist.md +133 -0
- package/agents/game/ue-umg-specialist.md +131 -0
- package/dist/cli.js +5 -0
- package/docs/SKILLS-CATALOG.md +42 -3
- package/docs/USER-GUIDE.md +2 -2
- package/hooks/detect-unreal.sh +90 -0
- package/package.json +1 -1
- package/profiles/unreal-dev.yaml +97 -0
- package/rules/gamedev/unreal-code.md +125 -0
- package/skills/install-mcp/SKILL.md +135 -46
- package/skills/install-mcp/references/unreal-operations.md +55 -0
- package/skills/ue-actor-component-architecture/SKILL.md +509 -0
- package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
- package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
- package/skills/ue-ai-navigation/SKILL.md +526 -0
- package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
- package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
- package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
- package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
- package/skills/ue-animation-system/SKILL.md +521 -0
- package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
- package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
- package/skills/ue-async-threading/SKILL.md +433 -0
- package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
- package/skills/ue-async-threading/references/threading-patterns.md +345 -0
- package/skills/ue-audio-system/SKILL.md +527 -0
- package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
- package/skills/ue-blueprints/SKILL.md +134 -0
- package/skills/ue-blueprints/references/communication.md +82 -0
- package/skills/ue-character-movement/SKILL.md +475 -0
- package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
- package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
- package/skills/ue-cpp-foundations/SKILL.md +533 -0
- package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
- package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
- package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
- package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
- package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
- package/skills/ue-data-assets-tables/SKILL.md +527 -0
- package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
- package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
- package/skills/ue-editor-tools/SKILL.md +523 -0
- package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
- package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
- package/skills/ue-game-features/SKILL.md +477 -0
- package/skills/ue-game-features/references/experience-system.md +222 -0
- package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
- package/skills/ue-gameplay-abilities/SKILL.md +518 -0
- package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
- package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
- package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
- package/skills/ue-gameplay-framework/SKILL.md +466 -0
- package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
- package/skills/ue-input-system/SKILL.md +394 -0
- package/skills/ue-input-system/references/cpp-setup.md +131 -0
- package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
- package/skills/ue-input-system/references/input-action-reference.md +731 -0
- package/skills/ue-mass-entity/SKILL.md +476 -0
- package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
- package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
- package/skills/ue-materials-rendering/SKILL.md +526 -0
- package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
- package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
- package/skills/ue-module-build-system/SKILL.md +487 -0
- package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
- package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
- package/skills/ue-naming-conventions/SKILL.md +142 -0
- package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
- package/skills/ue-naming-conventions/references/content-structure.md +83 -0
- package/skills/ue-networking-replication/SKILL.md +452 -0
- package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
- package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
- package/skills/ue-niagara-effects/SKILL.md +531 -0
- package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
- package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
- package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
- package/skills/ue-packaging/SKILL.md +116 -0
- package/skills/ue-physics-collision/SKILL.md +423 -0
- package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
- package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
- package/skills/ue-procedural-generation/SKILL.md +505 -0
- package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
- package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
- package/skills/ue-project-context/SKILL.md +305 -0
- package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
- package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
- package/skills/ue-serialization-savegames/SKILL.md +524 -0
- package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
- package/skills/ue-state-trees/SKILL.md +489 -0
- package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
- package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
- package/skills/ue-testing-debugging/SKILL.md +520 -0
- package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
- package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
- package/skills/ue-ui-umg-slate/SKILL.md +431 -0
- package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
- package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
- package/skills/ue-world-level-streaming/SKILL.md +518 -0
- package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
- package/templates/gamedev/unreal-project-context.md +107 -0
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---
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name: ue-procedural-generation
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description: "PCG framework, ProceduralMesh, instanced mesh, runtime generation, noise"
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category: "gamedev"
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argument-hint: "[generator o PCG graph]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write, Edit
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---
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# ue-procedural-generation
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You are an expert in Unreal Engine's procedural generation systems, including the PCG framework, ProceduralMeshComponent, instanced static meshes, noise functions, and spline-based generation.
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Ask before writing: this skill edits PCG graphs and procedural generation code. Propose the change and get approval before using Write or Edit.
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## Context Check
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Before advising, read `docs/unreal/project-context.md` to determine:
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- Whether the PCG plugin is enabled (plugins list)
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- Target generation type: world layout, terrain, dungeon, vegetation, runtime mesh
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- Performance constraints (mobile, console, Nanite enabled)
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- Multiplayer requirements (server authority vs. deterministic seeding)
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## Information Gathering
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Ask for clarification on:
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1. **Generation type**: world population (PCG), runtime mesh (ProceduralMeshComponent), instanced geometry (ISM/HISM), or spline-driven?
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2. **Timing**: editor-time baked result or runtime dynamic generation?
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3. **Instance count**: hundreds (ISM) or tens of thousands (HISM)?
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4. **Collision**: does generated geometry need physics collision?
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5. **Determinism**: same seed must produce same result across sessions or network clients?
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---
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## 1. PCG Framework (UE 5.2+)
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Node-based rule-driven world generation. Operates on point clouds with transform, density, color, seed, and metadata attributes.
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### Plugin Setup
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```csharp
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// Build.cs
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PublicDependencyModuleNames.Add("PCG");
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```
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```json
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// .uproject Plugins array
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{ "Name": "PCG", "Enabled": true }
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```
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### Core Classes
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| Class | Header | Purpose |
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|---|---|---|
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| `UPCGComponent` | `PCGComponent.h` | Actor component driving generation |
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| `UPCGGraph` | `PCGGraph.h` | Asset: nodes + edges |
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| `UPCGGraphInstance` | `PCGGraph.h` | Graph instance with parameter overrides |
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| `UPCGPointData` | `Data/PCGPointData.h` | Point cloud between nodes |
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| `UPCGSettings` | `PCGSettings.h` | Node settings base class |
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| `UPCGBlueprintBaseElement` | `Elements/Blueprint/PCGBlueprintBaseElement.h` | Custom Blueprint node base |
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### UPCGComponent Key API (from `PCGComponent.h`)
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```cpp
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// Assign graph (NetMulticast)
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void SetGraph(UPCGGraphInterface* InGraph);
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// Trigger generation (NetMulticast, Reliable) — use for multiplayer
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void Generate(bool bForce);
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// Local non-replicated generation
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void GenerateLocal(bool bForce);
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// Cleanup
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void Cleanup(bool bRemoveComponents);
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void CleanupLocal(bool bRemoveComponents);
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// Notify to re-evaluate after Blueprint property change
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void NotifyPropertiesChangedFromBlueprint();
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// Read generated output
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const FPCGDataCollection& GetGeneratedGraphOutput() const;
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```
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Generation triggers (`EPCGComponentGenerationTrigger`):
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- `GenerateOnLoad` — one-shot on BeginPlay
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- `GenerateOnDemand` — explicit `Generate()` call only
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- `GenerateAtRuntime` — budget-scheduled by `UPCGSubsystem`
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### UPCGGraph Node API (from `PCGGraph.h`)
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```cpp
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// Add node by settings class
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UPCGNode* AddNodeOfType(TSubclassOf<UPCGSettings> InSettingsClass, UPCGSettings*& DefaultNodeSettings);
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// Connect two nodes
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UPCGNode* AddEdge(UPCGNode* From, const FName& FromPinLabel, UPCGNode* To, const FName& ToPinLabel);
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// Graph parameters (typed template)
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template<typename T>
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TValueOrError<T, EPropertyBagResult> GetGraphParameter(const FName PropertyName) const;
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template<typename T>
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EPropertyBagResult SetGraphParameter(const FName PropertyName, const T& Value);
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```
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### Custom Blueprint PCG Node
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Derive from `UPCGBlueprintBaseElement`:
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```cpp
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UCLASS(BlueprintType, Blueprintable)
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class UMyPCGNode : public UPCGBlueprintBaseElement
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PCG|Execution")
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void Execute(const FPCGDataCollection& Input, FPCGDataCollection& Output);
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};
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// In Execute:
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FRandomStream Stream = GetRandomStreamWithContext(GetContextHandle()); // deterministic seed
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for (const FPCGTaggedData& In : Input.GetInputsByPin(PCGPinConstants::DefaultInputLabel))
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{
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const UPCGPointData* InPts = Cast<UPCGPointData>(In.Data);
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if (!InPts) continue;
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UPCGPointData* OutPts = NewObject<UPCGPointData>();
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for (const FPCGPoint& Pt : InPts->GetPoints())
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{
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FPCGPoint NewPt = Pt;
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NewPt.Density = Stream.FRandRange(0.5f, 1.0f);
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OutPts->GetMutablePoints().Add(NewPt);
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}
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Output.TaggedData.Emplace_GetRef().Data = OutPts;
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}
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```
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Key `UPCGBlueprintBaseElement` properties:
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- `bIsCacheable = false` — when node spawns actors or components
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- `bRequiresGameThread = true` — for actor spawn, component add
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- `CustomInputPins` / `CustomOutputPins` — extra typed pins
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### PCG Determinism
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PCG graphs are deterministic by default — the same seed produces identical output. Each node receives a seeded random stream via `GetRandomStreamWithContext()`. To vary output across instances, set the PCG component's `Seed` property. For multiplayer, ensure all clients use the same seed (replicate via GameState or pass as spawn parameter).
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```cpp
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// Set PCG seed at runtime for deterministic variation
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UPCGComponent* PCG = FindComponentByClass<UPCGComponent>();
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PCG->Seed = MyDeterministicSeedValue;
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PCG->Generate(); // Regenerate with new seed
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```
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### PCG Data Types
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| Type | Contains | Use for |
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|---|---|---|
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| `FPCGPoint` / Point Data | Position, rotation, scale, density, color | Scatter placement, foliage, instance positioning |
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| `UPCGSplineData` | Spline points + tangents | Roads, rivers, paths, boundary definitions |
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| `UPCGLandscapeData` | Height + layer weight sampling | Terrain-aware placement, biome queries |
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| `UPCGVolumeData` | 3D bounds | Volume-based filtering and generation |
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Point data is the most common — most PCG nodes consume and produce point collections. Also available: `UPCGTextureData`, `UPCGPrimitiveData`, `UPCGDynamicMeshData`.
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See `references/pcg-node-reference.md` for all node types, settings fields, and pin labels.
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---
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## 2. ProceduralMeshComponent
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```csharp
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// Build.cs
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PublicDependencyModuleNames.Add("ProceduralMeshComponent");
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```
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### Core API
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```cpp
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// Create section: vertices, triangles (CCW = front), normals, UVs, colors, tangents
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void CreateMeshSection(int32 SectionIndex,
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const TArray<FVector>& Vertices, const TArray<int32>& Triangles,
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const TArray<FVector>& Normals, const TArray<FVector2D>& UV0,
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const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents,
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bool bCreateCollision);
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// Updates vertex positions (incl. collision if enabled). Cannot change topology.
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void UpdateMeshSection(int32 SectionIndex,
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const TArray<FVector>& Vertices, const TArray<FVector>& Normals,
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const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors,
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const TArray<FProcMeshTangent>& Tangents);
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void ClearMeshSection(int32 SectionIndex);
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void ClearAllMeshSections();
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void SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility);
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void SetMaterial(int32 ElementIndex, UMaterialInterface* Material);
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```
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### Terrain Grid Example
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```cpp
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void ATerrainActor::Build(int32 Grid, float Cell)
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{
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TArray<FVector> Verts; TArray<int32> Tris; TArray<FVector> Norms;
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TArray<FVector2D> UVs; TArray<FColor> Colors; TArray<FProcMeshTangent> Tangs;
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for (int32 Y = 0; Y <= Grid; Y++)
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for (int32 X = 0; X <= Grid; X++)
|
|
209
|
+
{
|
|
210
|
+
float Z = SampleOctaveNoise(X * Cell, Y * Cell, 4, 0.5f, 2.f, 80.f);
|
|
211
|
+
Verts.Add(FVector(X * Cell, Y * Cell, Z));
|
|
212
|
+
Norms.Add(FVector::UpVector);
|
|
213
|
+
UVs.Add(FVector2D((float)X / Grid, (float)Y / Grid));
|
|
214
|
+
}
|
|
215
|
+
for (int32 Y = 0; Y < Grid; Y++)
|
|
216
|
+
for (int32 X = 0; X < Grid; X++)
|
|
217
|
+
{
|
|
218
|
+
int32 BL = Y*(Grid+1)+X, BR=BL+1, TL=BL+(Grid+1), TR=TL+1;
|
|
219
|
+
Tris.Add(BL); Tris.Add(TL); Tris.Add(TR);
|
|
220
|
+
Tris.Add(BL); Tris.Add(TR); Tris.Add(BR);
|
|
221
|
+
}
|
|
222
|
+
ProceduralMesh->CreateMeshSection(0, Verts, Tris, Norms,
|
|
223
|
+
UVs, Colors, Tangs, /*bCreateCollision=*/true);
|
|
224
|
+
}
|
|
225
|
+
```
|
|
226
|
+
|
|
227
|
+
### Performance Notes
|
|
228
|
+
|
|
229
|
+
- One draw call per `CreateMeshSection`. Keep vertex count < 65K per section.
|
|
230
|
+
- `UpdateMeshSection` updates vertex positions and collision (if enabled) but cannot change topology — call `CreateMeshSection` for new triangles.
|
|
231
|
+
- ProceduralMesh does **not** support Nanite.
|
|
232
|
+
- Compute vertex data on background thread; call `CreateMeshSection` on game thread only.
|
|
233
|
+
|
|
234
|
+
### Async Mesh Generation
|
|
235
|
+
|
|
236
|
+
Generate vertices on a background thread, then apply on the game thread:
|
|
237
|
+
|
|
238
|
+
```cpp
|
|
239
|
+
// Background task — compute vertices
|
|
240
|
+
class FMeshGenTask : public FNonAbandonableTask
|
|
241
|
+
{
|
|
242
|
+
public:
|
|
243
|
+
TArray<FVector> Vertices;
|
|
244
|
+
TArray<int32> Triangles;
|
|
245
|
+
void DoWork() { /* Marching cubes, noise sampling, etc. */ }
|
|
246
|
+
FORCEINLINE TStatId GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FMeshGenTask, STATGROUP_ThreadPoolAsyncTasks); }
|
|
247
|
+
};
|
|
248
|
+
|
|
249
|
+
// Launch and poll
|
|
250
|
+
// Use FAsyncTask (not FAutoDeleteAsyncTask) when polling IsDone() is needed.
|
|
251
|
+
// FAutoDeleteAsyncTask deletes itself on completion — calling IsDone() afterward is a use-after-free.
|
|
252
|
+
auto* Task = new FAsyncTask<FMeshGenTask>();
|
|
253
|
+
Task->StartBackgroundTask();
|
|
254
|
+
// Poll safely: if (Task->IsDone()) { /* use Task->GetTask().Vertices */ delete Task; }
|
|
255
|
+
```
|
|
256
|
+
|
|
257
|
+
### Collision on Procedural Meshes
|
|
258
|
+
|
|
259
|
+
Set `UProceduralMeshComponent::bUseComplexAsSimpleCollision = true` to use the rendered triangles directly for collision. This is accurate but expensive — only use for static geometry. For dynamic or high-poly meshes, generate simplified convex hulls instead.
|
|
260
|
+
|
|
261
|
+
---
|
|
262
|
+
|
|
263
|
+
## 3. Instanced Static Meshes (ISM / HISM)
|
|
264
|
+
|
|
265
|
+
| Feature | ISM (`InstancedStaticMeshComponent.h`) | HISM (`HierarchicalInstancedStaticMeshComponent.h`) |
|
|
266
|
+
|---|---|---|
|
|
267
|
+
| Best for | < 1,000 dynamic instances | > 1,000 mostly static |
|
|
268
|
+
| Culling | Distance only | Hierarchical BVH + distance |
|
|
269
|
+
| LOD | GPU selection | Built-in transitions |
|
|
270
|
+
| Remove cost | O(n) | async BVH rebuild |
|
|
271
|
+
|
|
272
|
+
### Key ISM API (from `InstancedStaticMeshComponent.h`)
|
|
273
|
+
|
|
274
|
+
```cpp
|
|
275
|
+
virtual int32 AddInstance(const FTransform& T, bool bWorldSpace = false);
|
|
276
|
+
virtual TArray<int32> AddInstances(const TArray<FTransform>& Ts,
|
|
277
|
+
bool bShouldReturnIndices, bool bWorldSpace = false, bool bUpdateNavigation = true);
|
|
278
|
+
virtual bool UpdateInstanceTransform(int32 Idx, const FTransform& NewT,
|
|
279
|
+
bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);
|
|
280
|
+
virtual bool BatchUpdateInstancesTransforms(int32 StartIdx, const TArray<FTransform>& NewTs,
|
|
281
|
+
bool bWorldSpace = false, bool bMarkRenderStateDirty = false, bool bTeleport = false);
|
|
282
|
+
bool GetInstanceTransform(int32 Idx, FTransform& OutT, bool bWorldSpace = false) const;
|
|
283
|
+
virtual bool RemoveInstance(int32 InstanceIndex); // O(n) for ISM; triggers async BVH rebuild for HISM
|
|
284
|
+
virtual void PreAllocateInstancesMemory(int32 AddedCount);
|
|
285
|
+
int32 GetNumInstances() const;
|
|
286
|
+
|
|
287
|
+
// Per-instance custom float data (read in materials via PerInstanceCustomData)
|
|
288
|
+
virtual void SetNumCustomDataFloats(int32 N);
|
|
289
|
+
virtual bool SetCustomDataValue(int32 Idx, int32 DataIdx, float Value,
|
|
290
|
+
bool bMarkRenderStateDirty = false);
|
|
291
|
+
virtual bool SetCustomData(int32 Idx, TArrayView<const float> Floats,
|
|
292
|
+
bool bMarkRenderStateDirty = false);
|
|
293
|
+
```
|
|
294
|
+
|
|
295
|
+
Culling properties: `InstanceStartCullDistance`, `InstanceEndCullDistance`, `InstanceLODDistanceScale`, `bUseGpuLodSelection`.
|
|
296
|
+
|
|
297
|
+
### Vegetation Scatter (HISM + Terrain Trace)
|
|
298
|
+
|
|
299
|
+
```cpp
|
|
300
|
+
HISM->SetStaticMesh(TreeMesh);
|
|
301
|
+
HISM->SetNumCustomDataFloats(1);
|
|
302
|
+
HISM->PreAllocateInstancesMemory(Count);
|
|
303
|
+
FRandomStream Rand(Seed);
|
|
304
|
+
TArray<FTransform> Transforms; Transforms.Reserve(Count);
|
|
305
|
+
|
|
306
|
+
for (int32 i = 0; i < Count; i++)
|
|
307
|
+
{
|
|
308
|
+
FVector Loc(Rand.FRandRange(Min.X, Max.X), Rand.FRandRange(Min.Y, Max.Y), 0);
|
|
309
|
+
FHitResult Hit;
|
|
310
|
+
if (GetWorld()->LineTraceSingleByChannel(Hit,
|
|
311
|
+
Loc + FVector(0,0,5000), Loc - FVector(0,0,5000), ECC_WorldStatic))
|
|
312
|
+
Loc.Z = Hit.Location.Z;
|
|
313
|
+
|
|
314
|
+
Transforms.Add(FTransform(
|
|
315
|
+
FRotator(0, Rand.FRandRange(0,360), 0), Loc,
|
|
316
|
+
FVector(Rand.FRandRange(0.8f, 1.3f))));
|
|
317
|
+
}
|
|
318
|
+
|
|
319
|
+
TArray<int32> Indices = HISM->AddInstances(Transforms, true, true);
|
|
320
|
+
for (int32 i = 0; i < Indices.Num(); i++)
|
|
321
|
+
HISM->SetCustomDataValue(Indices[i], 0, Rand.FRand(), false);
|
|
322
|
+
HISM->MarkRenderStateDirty();
|
|
323
|
+
```
|
|
324
|
+
|
|
325
|
+
### Foliage System
|
|
326
|
+
|
|
327
|
+
The editor's Foliage paint mode uses `AInstancedFoliageActor` which internally wraps `UHierarchicalInstancedStaticMeshComponent`. For procedural foliage at scale, use `UProceduralFoliageComponent` with `UProceduralFoliageSpawner` — it distributes foliage via simulation (species competition, shade tolerance) rather than manual painting.
|
|
328
|
+
|
|
329
|
+
**Per-instance collision**: Enable `bUseDefaultCollision` on the ISM component. Each instance inherits the static mesh's collision. For custom per-instance collision shapes, use separate actors — ISM does not support unique collision per instance.
|
|
330
|
+
|
|
331
|
+
**Platform limits**: HISM GPU buffer caps vary by platform (~1M on desktop, ~100K on mobile). Monitor with `stat Foliage`. Split large populations across multiple HISM components.
|
|
332
|
+
|
|
333
|
+
---
|
|
334
|
+
|
|
335
|
+
## 4. Noise and Math
|
|
336
|
+
|
|
337
|
+
```cpp
|
|
338
|
+
// Built-in Perlin (all output in [-1, 1])
|
|
339
|
+
float N1 = FMath::PerlinNoise1D(X * Freq);
|
|
340
|
+
float N2 = FMath::PerlinNoise2D(FVector2D(X, Y) * Freq);
|
|
341
|
+
float N3 = FMath::PerlinNoise3D(FVector(X, Y, Z) * Freq);
|
|
342
|
+
|
|
343
|
+
// Octave noise
|
|
344
|
+
float OctaveNoise(float X, float Y, int32 Oct, float Persist, float Lacu, float Scale)
|
|
345
|
+
{
|
|
346
|
+
float V=0, A=1, F=1.f/Scale, Max=0;
|
|
347
|
+
for (int32 i=0; i<Oct; i++) {
|
|
348
|
+
V += FMath::PerlinNoise2D(FVector2D(X,Y)*F) * A;
|
|
349
|
+
Max += A; A *= Persist; F *= Lacu;
|
|
350
|
+
}
|
|
351
|
+
return V / Max;
|
|
352
|
+
}
|
|
353
|
+
|
|
354
|
+
// Seeded deterministic random
|
|
355
|
+
FRandomStream Stream(Seed);
|
|
356
|
+
float R = Stream.FRandRange(Min, Max);
|
|
357
|
+
int32 I = Stream.RandRange(MinI, MaxI);
|
|
358
|
+
FVector Dir = Stream.VRand();
|
|
359
|
+
```
|
|
360
|
+
|
|
361
|
+
**Height/density maps**: Sample `UTexture2D` pixel data via `FTexturePlatformData` to drive terrain height or placement density. Lock with `BulkData.Lock(LOCK_READ_ONLY)`, read, then unlock.
|
|
362
|
+
|
|
363
|
+
**Poisson disc sampling** (minimum-separation scatter for natural placement) — full Bridson algorithm implementation in `references/procedural-mesh-patterns.md`.
|
|
364
|
+
|
|
365
|
+
---
|
|
366
|
+
|
|
367
|
+
## 5. Spline Components
|
|
368
|
+
|
|
369
|
+
### USplineComponent API (from `SplineComponent.h`)
|
|
370
|
+
|
|
371
|
+
```cpp
|
|
372
|
+
// Build spline (always batch with bUpdateSpline=false, call UpdateSpline() once after)
|
|
373
|
+
void AddSplinePoint(const FVector& Pos, ESplineCoordinateSpace::Type Space, bool bUpdate=true);
|
|
374
|
+
void SetSplinePoints(const TArray<FVector>& Pts, ESplineCoordinateSpace::Type Space, bool bUpdate=true);
|
|
375
|
+
void ClearSplinePoints(bool bUpdate=true);
|
|
376
|
+
virtual void UpdateSpline(); // Rebuild reparameterization table
|
|
377
|
+
|
|
378
|
+
// Query by arc-length distance
|
|
379
|
+
FVector GetLocationAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
|
|
380
|
+
FVector GetDirectionAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
|
|
381
|
+
FVector GetRightVectorAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
|
|
382
|
+
FRotator GetRotationAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space) const;
|
|
383
|
+
FTransform GetTransformAtDistanceAlongSpline(float Dist, ESplineCoordinateSpace::Type Space, bool bUseScale=false) const;
|
|
384
|
+
float GetSplineLength() const;
|
|
385
|
+
|
|
386
|
+
// Point editing
|
|
387
|
+
int32 GetNumberOfSplinePoints() const;
|
|
388
|
+
void SetSplinePointType(int32 Idx, ESplinePointType::Type Type, bool bUpdate=true);
|
|
389
|
+
void SetClosedLoop(bool bClosed, bool bUpdate=true);
|
|
390
|
+
void SetTangentsAtSplinePoint(int32 Idx, const FVector& Arrive, const FVector& Leave,
|
|
391
|
+
ESplineCoordinateSpace::Type Space, bool bUpdate=true);
|
|
392
|
+
```
|
|
393
|
+
|
|
394
|
+
Point types: `Linear`, `Curve`, `Constant`, `CurveClamped`, `CurveCustomTangent`.
|
|
395
|
+
|
|
396
|
+
`FindInputKeyClosestToWorldLocation(WorldLocation)` — returns the spline key nearest to a world position (useful for snapping actors to splines).
|
|
397
|
+
|
|
398
|
+
**Runtime modification**: Call `AddSplinePoint()`, `RemoveSplinePoint()`, or `SetLocationAtSplinePoint()` then `UpdateSpline()` to rebuild. Batch modifications before calling `UpdateSpline()` — each call recalculates the entire spline.
|
|
399
|
+
|
|
400
|
+
### Spline Placement Example
|
|
401
|
+
|
|
402
|
+
```cpp
|
|
403
|
+
// Place instances evenly along spline
|
|
404
|
+
float Len = Spline->GetSplineLength();
|
|
405
|
+
for (float D = 0.f; D <= Len; D += Spacing)
|
|
406
|
+
{
|
|
407
|
+
FTransform T = Spline->GetTransformAtDistanceAlongSpline(D, ESplineCoordinateSpace::World);
|
|
408
|
+
HISM->AddInstance(T, /*bWorldSpace=*/true);
|
|
409
|
+
}
|
|
410
|
+
```
|
|
411
|
+
|
|
412
|
+
### USplineMeshComponent (Mesh Deformation)
|
|
413
|
+
|
|
414
|
+
```cpp
|
|
415
|
+
#include "Components/SplineMeshComponent.h"
|
|
416
|
+
USplineMeshComponent* SM = NewObject<USplineMeshComponent>(this);
|
|
417
|
+
SM->SetStaticMesh(PipeMesh);
|
|
418
|
+
SM->RegisterComponent();
|
|
419
|
+
|
|
420
|
+
FVector SP, ST, EP, ET;
|
|
421
|
+
Spline->GetLocationAndTangentAtSplinePoint(Seg, SP, ST, ESplineCoordinateSpace::Local);
|
|
422
|
+
Spline->GetLocationAndTangentAtSplinePoint(Seg+1, EP, ET, ESplineCoordinateSpace::Local);
|
|
423
|
+
SM->SetStartAndEnd(SP, ST, EP, ET, /*bUpdateMesh=*/true);
|
|
424
|
+
SM->SetForwardAxis(ESplineMeshAxis::X);
|
|
425
|
+
```
|
|
426
|
+
|
|
427
|
+
---
|
|
428
|
+
|
|
429
|
+
## 6. Runtime Mesh Generation Patterns
|
|
430
|
+
|
|
431
|
+
See `references/procedural-mesh-patterns.md` for full implementations:
|
|
432
|
+
- **Marching Cubes** — isosurface from 3D density scalar field
|
|
433
|
+
- **Dungeon BSP** — BSP partition into rooms, L-corridor carving, tile-to-mesh
|
|
434
|
+
- **L-System** — string rewriting + turtle interpreter to HISM branches
|
|
435
|
+
- **Wave Function Collapse** — constraint-propagation tile grid layout
|
|
436
|
+
- **Async mesh generation** — background thread vertex computation, game thread `CreateMeshSection`
|
|
437
|
+
- **Spline road extrusion** — cross-section profile swept along `USplineComponent`
|
|
438
|
+
|
|
439
|
+
```cpp
|
|
440
|
+
// Marching Cubes result → ProceduralMesh
|
|
441
|
+
ProceduralMesh->CreateMeshSection(0, MarchVerts, MarchTris, MarchNormals,
|
|
442
|
+
MarchUVs, {}, {}, /*bCreateCollision=*/true);
|
|
443
|
+
```
|
|
444
|
+
|
|
445
|
+
---
|
|
446
|
+
|
|
447
|
+
## Common Mistakes and Anti-Patterns
|
|
448
|
+
|
|
449
|
+
**PCG**
|
|
450
|
+
- Calling `GenerateLocal()` in `Tick` — generation is not free; use `GenerateOnDemand` and regenerate only on data change.
|
|
451
|
+
- Using `GenerateLocal()` in multiplayer — it is NOT replicated; use `Generate(bForce)` (NetMulticast).
|
|
452
|
+
- Heavy custom nodes with `bIsCacheable = true` — only cache if output depends solely on inputs + seed.
|
|
453
|
+
- Graphs with `bIsEditorOnly = true` fail to cook into packaged builds.
|
|
454
|
+
|
|
455
|
+
**ProceduralMeshComponent**
|
|
456
|
+
- Passing `bCreateCollision=false` to `CreateMeshSection` — characters fall through the mesh.
|
|
457
|
+
- Calling `UpdateMeshSection` expecting topology to change — vertex count must match; use `CreateMeshSection` for new triangles.
|
|
458
|
+
- Using ProceduralMesh for Nanite-scale terrain — not supported; use Landscape or PCG + ISM.
|
|
459
|
+
- Wrong triangle winding (CW instead of CCW) — polygons are invisible due to back-face culling.
|
|
460
|
+
|
|
461
|
+
**ISM / HISM**
|
|
462
|
+
- Using ISM above ~500 instances — switch to HISM for BVH culling.
|
|
463
|
+
- Setting `bMarkRenderStateDirty=true` on every `UpdateInstanceTransform` in a loop — only set `true` on the last call.
|
|
464
|
+
- Skipping `PreAllocateInstancesMemory` before bulk add — repeated realloc degrades performance.
|
|
465
|
+
|
|
466
|
+
**Splines**
|
|
467
|
+
- Calling `AddSplinePoint(bUpdateSpline=true)` in a loop — rebuilds reparameterization table every call; use `false` and call `UpdateSpline()` once.
|
|
468
|
+
- Using spline input key (not distance) for even spacing — key is NOT proportional to arc length.
|
|
469
|
+
|
|
470
|
+
**Multiplayer**
|
|
471
|
+
- Procedural content must be deterministic (same seed) or server-authoritative.
|
|
472
|
+
- `GenerateLocal()` does not replicate; `Generate(bool)` is `NetMulticast, Reliable`.
|
|
473
|
+
|
|
474
|
+
---
|
|
475
|
+
|
|
476
|
+
## Related Skills
|
|
477
|
+
|
|
478
|
+
- `/ue-actor-component-architecture` — component lifecycle, registration, replication
|
|
479
|
+
- `/ue-physics-collision` — collision profiles, complex vs. simple on generated geometry
|
|
480
|
+
- `/ue-cpp-foundations` — `NewObject`, `TSubclassOf`, `TArray`, memory management
|
|
481
|
+
|
|
482
|
+
## Reference Files
|
|
483
|
+
|
|
484
|
+
- `references/pcg-node-reference.md` — all PCG node types, pin labels, settings fields, determinism checklist
|
|
485
|
+
- `references/procedural-mesh-patterns.md` — quad grid, marching cubes, dungeon BSP, L-system, WFC, spline road
|
|
486
|
+
|
|
487
|
+
---
|
|
488
|
+
|
|
489
|
+
## Checklist
|
|
490
|
+
|
|
491
|
+
Validate before considering the work done:
|
|
492
|
+
|
|
493
|
+
- [ ] Generation is deterministic from a seed and reproducible
|
|
494
|
+
- [ ] Instanced meshes are used for repeated geometry rather than individual actors
|
|
495
|
+
- [ ] Runtime generation is budgeted and spread across frames
|
|
496
|
+
- [ ] Conventions in `docs/unreal/project-context.md` were read and followed
|
|
497
|
+
- [ ] The Common Mistakes section of this skill was reviewed against the change
|
|
498
|
+
|
|
499
|
+
**PASS** — every item holds. **CONCERNS** — the work stands but at least one item is unresolved and worth flagging to the user. **FAIL** — an item is violated in a way that breaks correctness, replication or the frame budget; fix it before handing the work over.
|
|
500
|
+
|
|
501
|
+
## Next Steps
|
|
502
|
+
|
|
503
|
+
- `/ue-world-level-streaming` — integrate generated content with streaming
|
|
504
|
+
- `/code-review` — architectural and quality review of the change
|
|
505
|
+
- `/commit` — conventional commit once the change is verified
|