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A comprehensive node ecosystem that extend Unreal Engine's PCG framework with structure, connectivity, and spatial intelligence. Build graph networks from points. Pathfind through them. Compose filters and heuristics as reusable sub-nodes. Stage assets. Sample across datasets. Manipulate paths. Streamline the sorting, fusion, partitioning, and attribute work that complex workflows demand.
All built on standard PCG points. No proprietary data types, no black box.
Free, open-source, and production-ready.
{% hint style="success" %} Supports Unreal 5.7, 5.6, and archived for 5.5, 5.4, 5.3 {% endhint %}
| Cover image | ||||
|---|---|---|---|---|
| getting-started | Core mental model, feature overview, learning path | placeholder_B.jpg | getting-started | |
| installation.md | Precompiled binaries, FAB, or build from source | placeholder_C.jpg | installation.md | |
| example-project.md | Annotated graphs across all major systems | placeholder_A.jpg | example-project.md |
Working with PCGEx — How PCGEx thinks. Architecture, mental models, system overviews. Start here if you're learning.
Node Library — Per-node reference. Every setting, every pin, every mode. Go here when you know what you need.
| System | Cover image | |
|---|---|---|
| clusters | Graph networks from points — Delaunay, Voronoi, probes. Combine, refine, relax. | placeholder_B.jpg |
| pathfinding | A*, Dijkstra, Bellman-Ford through cluster connectivity. Composable heuristics. | placeholder_C.jpg |
| filters | Universal conditions — point, edge, Vtx, collection. Compose once, reuse everywhere. | placeholder_A.jpg |
| staging | Weighted collections, fitting, material variations. Selection separated from spawning. | placeholder_C.jpg |
| sampling | Nearest point, surface, spline, bounds, textures. Data transfer between datasets. | placeholder_B.jpg |
| paths | Offset, bevel, smooth, subdivide, split, stitch, solidify. | placeholder_C.jpg |
| tensors | Directional flow fields. Orient, bias, guide. | placeholder_A.jpg |
| topology | Clusters and paths to triangulated mesh surfaces. | placeholder_B.jpg |
| shapes | Parametric generation — seed-adaptive, resolution-aware. | placeholder_A.jpg |
| valency | WFC-style constraint solving on cluster topology. | placeholder_B.jpg |
| transform | Point fusion with attribute blending, sorting, partitioning, bitmasks, attribute math. | placeholder_C.jpg |
| utilities | Per-collection processing without loop subgraphs. Uber filters, cascading conditions, bulk operations. Less wiring, same results. | placeholder_A.jpg |
- Discord — Dedicated PCGEx community
- GitHub — Source, issues, contributions
- Patreon — Support the project
- Changelogs — What's new