[Release] PCGEx, Open source PCG plugin

Hey there! I wanted to share & give a bit of visibility to an open source plugin I’ve been developing for over a year now, to expand on Unreal’ PCG capabilities and bring them closer to some of the tools I’ve come to love and learn in Houdini.

TLDR : You’re into Unreal PCG and you come from Houdini, check it out.

(link to discord + documentation can be found in the above, don’t want to spam links ^^)

It initially started as a tool to do pathfinding back in 5.3 but as I spent more and more time inside PCG, it blew out of proportion and now packs 150+ nodes that allow to do very advanced stuff directly in PCG – it’s all 100% multithreaded/async c++ code, so it’s rather fast (at best ~400x faster than native nodes, at worst on par with them)
It’s under MIT license as well, so can be used and integrated in commercial products, modified, redistributed, etc – it’s the license your company legal will be fine with (it’s already used by some big studios I’m not allowed to name just yet ^^)

Unreal PCG gets very misrepresented on youtube, as a glorified scattering tool; truth is, it can fundamentally change how content creation can be approached in Unreal; either offline or at runtime – at least that’s the mindset behind the plugin :smiley:

I’ve been updating & fixing things almost on a daily basis for a while, and by now I consider the plugin to be primarily community-driven; i.e I’m trying to gather user feedback & use-cases to patch the holes in the native framework as their roadmap is mostly driven by Epic’ internal imperatives.

So if that sounds like your jam, give it a try come say hello! <3

edit : formatting

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