Procedural Content Generation in Unreal Engine
This thesis introduces a cohesive system for infinite, on-the-fly world generation in Unreal Engine 5.5. We present a multi-threaded C++ terrain generator leveraging custom noise functions to stream diverse landscapes without main-thread stalls. In parallel, we develop modular PCG Graphs for procedurally placing natural elements (biomes, vegetation) and man-made structures (roads, fences, buildings, villages). Custom Blueprint and C++ nodes enable advanced filtering criteriasuch as biome rulesand the combination of world partitioning with background-task scheduling preserves constant frame rates.
