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# Unreal Engine 5.7 — PCG (Procedural Content Generation)
**Last verified:** 2026-02-13
**Status:** Production-Ready (as of UE 5.7)
**Plugin:** `PCG` (built-in, enable in Plugins)
---
## Overview
**Procedural Content Generation (PCG)** is Unreal's node-based framework for generating
procedural content at massive scale. It's designed for populating large open worlds with
foliage, rocks, props, buildings, and other environmental detail.
**Use PCG for:**
- Procedural foliage placement (trees, grass, rocks)
- Biome-based environment generation
- Road/path generation
- Building/structure placement
- World detail population (props, clutter)
**DON'T use PCG for:**
- Gameplay logic (use Blueprints/C++)
- One-off manual placement (use editor tools)
**⚠️ Note:** PCG was experimental in UE 5.0-5.6, became production-ready in UE 5.7.
---
## Core Concepts
### 1. **PCG Graph**
- Node-based graph (similar to Material Editor)
- Defines generation rules
### 2. **PCG Component**
- Placed in level, executes PCG Graph
- Generates content in defined volume
### 3. **PCG Data**
- Point data (positions, rotations, scales)
- Spline data (paths, roads, rivers)
- Volume data (density, biome masks)
### 4. **Nodes**
- **Samplers**: Generate points (Grid, Poisson, Surface)
- **Filters**: Remove points based on rules (Density, Tag, Bounds)
- **Modifiers**: Transform points (Offset, Rotate, Scale)
- **Spawners**: Instantiate meshes/actors at points
---
## Setup
### 1. Enable Plugin
`Edit > Plugins > PCG > Enabled > Restart`
### 2. Create PCG Volume
1. Place Actors > Volumes > PCG Volume
2. Scale volume to desired generation area
### 3. Create PCG Graph
1. Content Browser > PCG > PCG Graph
2. Open PCG Graph Editor
---
## Basic Workflow
### Example: Forest Generation
#### 1. Create PCG Graph
**Node Setup:**
```
Input (Volume)
Surface Sampler (sample volume surface, points per m²: 0.5)
Density Filter (use texture mask or noise)
Static Mesh Spawner (tree meshes)
Output
```
#### 2. Assign Graph to Volume
1. Select PCG Volume
2. Details Panel > PCG Component > Graph = Your PCG Graph
3. Click "Generate" button
---
## Key Node Types
### Samplers (Point Generation)
#### Grid Sampler
- Regular grid of points
- Configure:
- **Grid Size**: Distance between points
- **Offset**: Random offset per point
#### Poisson Disk Sampler
- Random points with minimum distance
- Configure:
- **Points Per m²**: Density
- **Min Distance**: Spacing between points
#### Surface Sampler
- Points on mesh surfaces or landscape
- Configure:
- **Points Per m²**: Density
- **Surface Only**: Only surface, not volume
---
### Filters (Point Removal)
#### Density Filter
- Remove points based on density value
- Input: Texture or noise
- Use for: Biome masks, clearings, paths
#### Tag Filter
- Filter points by tag
- Use for: Conditional spawning
#### Bounds Filter
- Keep only points within bounds
- Use for: Limiting generation to specific areas
---
### Modifiers (Point Transformation)
#### Rotate
- Randomize point rotation
- Configure:
- **Min/Max Rotation**: Rotation range per axis
#### Scale
- Randomize point scale
- Configure:
- **Min/Max Scale**: Scale range
#### Project to Ground
- Snap points to landscape surface
---
### Spawners (Mesh/Actor Instantiation)
#### Static Mesh Spawner
- Spawn static meshes at points
- Configure:
- **Mesh List**: Array of meshes (random selection)
- **Culling Distance**: LOD/culling settings
#### Actor Spawner
- Spawn Blueprint actors at points
- Use for: Gameplay actors, interactive objects
---
## Data Sources
### Landscape
- Use landscape as input for sampling
- Automatically projects to landscape height
### Splines
- Generate content along splines (roads, rivers, paths)
- Example: Trees along path
### Textures
- Use textures as density masks
- Paint biomes, clearings, areas
---
## Biome Example (Mixed Forest)
### Graph Setup
```
Input (Landscape)
Surface Sampler (density: 1.0)
┌─────────────────┬─────────────────┐
│ Tree Biome │ Rock Biome │
│ (density > 0.5) │ (density < 0.5) │
├─────────────────┼─────────────────┤
│ Tree Spawner │ Rock Spawner │
└─────────────────┴─────────────────┘
Merge
Output
```
---
## Spline-Based Generation (Road with Trees)
### 1. Create PCG Graph
```
Spline Input
Spline Sampler (sample along spline)
Offset (offset from spline path)
Tree Spawner
Output
```
### 2. Add Spline Component to PCG Volume
1. PCG Volume > Add Component > Spline
2. Draw spline path
3. PCG Graph reads spline data
---
## Runtime Generation
### Trigger Generation from C++
```cpp
#include "PCGComponent.h"
UPCGComponent* PCGComp = /* Get PCG Component */;
PCGComp->Generate(); // Execute PCG graph
```
### Stream Generation (Large Worlds)
- PCG automatically streams with World Partition
- Only generates content in loaded cells
---
## Performance
### Optimization Tips
- Use **culling distance** on spawned meshes (LOD)
- Limit **density** (fewer points = better performance)
- Use **Hierarchical Instanced Static Meshes (HISM)** for repeated meshes
- Enable **streaming** for large worlds
### Debug Performance
```cpp
// Console commands:
// pcg.graph.debug 1 - Show PCG debug info
// stat pcg - Show PCG performance stats
```
---
## Common Patterns
### Forest with Clearings
```
Surface Sampler
Density Filter (noise texture with clearings)
Tree Spawner (pine, oak, birch)
```
---
### Rocks on Steep Slopes
```
Landscape Input
Surface Sampler
Slope Filter (angle > 30°)
Rock Spawner
```
---
### Props Along Road
```
Spline Input (road spline)
Spline Sampler
Offset (side of road)
Street Light Spawner
```
---
## Debugging
### PCG Debug Visualization
```cpp
// Console commands:
// pcg.debug.display 1 - Show points and generation bounds
// pcg.debug.colormode points - Color-code points
```
### Graph Debugging
- PCG Graph Editor > Debug > Show Debug Points
- Visualize points at each node in the graph
---
## Migration from UE 5.6 (Experimental) to 5.7 (Production)
### API Changes
```cpp
// ❌ OLD (5.6 experimental API):
// Some nodes renamed, API unstable
// ✅ NEW (5.7 production API):
// Stable node types, documented API
```
**Migration:** Rebuild PCG graphs using stable 5.7 nodes. Test thoroughly.
---
## Limitations
- **Not for gameplay logic**: Use Blueprints/C++ for game rules
- **Large graphs can be slow**: Optimize with filters and density reduction
- **Runtime generation overhead**: Pre-generate when possible
---
## Sources
- https://docs.unrealengine.com/5.7/en-US/procedural-content-generation-in-unreal-engine/
- https://docs.unrealengine.com/5.7/en-US/pcg-quick-start-in-unreal-engine/
- UE 5.7 Release Notes (PCG Production-Ready announcement)