#UnrealPCG
It's not fully functional yet, and the input pins need to be reordered, but my first custom C++ #UnrealPCG node can be compiled, added to a graph in the test project, and doesn't cause a coredump of the #UE5 engine.

I've created many custom nodes in Blueprint, but this is my first in C++.
August 10, 2025 at 9:52 PM
[WIP] Progress on procedural level tools. I generate the walls from splines with Geometry Script but bake to instanced static meshes for runtime. Created this wall-finding custom node so downstream PCG can accept the generated ISMs as well as hand-placed architecture. #UnrealEngine #UnrealPCG
February 26, 2025 at 12:33 PM
First successful test of procedural holes in my prototype level for a side-project game. The landscape is runtime generated, including holes for tunnels and mine elevators. #ShaderWorld plugin for #UE5, with lots of #UnrealPCG to connect hand-modeled rooms with procedural map layout and tunnels.
June 19, 2025 at 7:51 PM