Node & feature ecosystem for advanced PCG in Unreal Engine
Graph theory, pathfinding, spatial queries, asset management, and more.
Documentation • Installation • Changelogs • Discord • Support on Patreon
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.
PCGEx is fully documented and production-ready.
AI Assistants : Gitbook llms.txt and llms-full.txt has you covered.
- Documentation • Everything is there.
- Discord Server • Community support
PCGEx is actively developed for the latest
5.xversion and most updates are backported to5.x-1if Epic's APIs aren't too widely diverging.
PCGEx also has a small ecosystem of more uniquely targeted plugins that build on top of the core plugin, under the "PCGEx Pro" umbrella :
→ PCGEx + ZoneGraph • Generate ZoneGraph roads & polygons from clusters
→ PCGEx + Valency • Constraint solving pipeline (WFC + free-form connector grammar)
→ PCGEx + Cluster Sketch • Create clusters by hand with per-element data layers
- main
Compiles against latest launcher engine binaries
(this an unstable branch)
+ 5.x
Compiles against that version of the engine
(these are stable branches)
! `FAB-5.x`
Served to FAB and have some features disabled
(no PCHs, no tooling/cherry-picking scripts);
they can be unstable during submission windows.
Note that PCGEx is actively maintained only for
5.7+.
PCGEx is free and open source under the MIT license. If it's useful to your work, consider:
- ⭐ Starring the repository
- 💬 Joining the Discord community
- ❤️ Supporting on Patreon
Check out the Supporters page on Gitbook!
- delaunator-cpp → Fast Delaunay triangulation
- Clipper2 → Polygon clipping and offsetting (modified C++ port, v2.0.1) by Angus Johnson
| @MikeC, @TyrannicGoat, @EdBoucher | Reckless experiments, feedback, and suggestions that shaped the plugin into what it is today |
| @Amathlog | Epic Games staff, invaluable PCG framework guidance |
| @Erlandys | Advanced C++ insights |
| @Syscrusher / Sine Nomine Associates | Linux support |
| @staminajim, @MaximeDup, @EmSeta | macOS compatibility |
And all the contributors who make this project better! ❤️
MIT License • Free for personal and commercial use. Attribution appreciated but not required.
