Procedural Content Generation Framework (PCG)
Oct 18, 2025
The Procedural Content Generation Framework, or PCG, is now fully production ready. This release brings major improvements in extensibility, GPU performance, and workflow integration, making it easier than ever to create and manage procedural systems in Unreal Engine.
GPU generation and game thread performance have been further optimized, and PCG now runs almost twice as fast as it did in Unreal Engine 5.5. GPU parameter overrides allow you to set different parameter values dynamically when working with GPU nodes. Together with scaling improvements and stronger overall performance, the GPU Compute path in PCG now supports multiplatform projects, including the use of FastGeo.
A new PCG specific editor mode introduces customizable tools such as draw spline and paint or create volume. PCG Graphs can also be executed as standalone graphs, giving you more freedom and flexibility in your procedural workflows.
Although PCG is now production ready, development continues. The framework will keep evolving with even greater stability, usability, and creative power.
The Procedural Vegetation Editor
The Procedural Vegetation Editor is an plugin that allows you to create and customize Nanite ready foliage directly inside Unreal Editor. You can add assets from Fab and use them as starting points to grow, shape, and personalize vegetation in real time without the need for external tools.
Built on a PCG based node graph, the Vegetation Editor gives you full control over every detail. You can sculpt trees with gravity and scaling, refine leaf and branch layouts, swap models quickly, and export results as skeletal or static meshes. This system enables endless variation, helping you build a large and diverse library of vegetation assets for your projects.
Be sure to check out the upcoming Quixel Megaplants assets arriving on Fab with the full Unreal Engine 5.7 release to expand your vegetation workflows.
Nanite Foliage
Nanite Foliage introduces a powerful rendering path designed to deliver dense, high detail vegetation that performs smoothly at 60 frames per second on current generation hardware.
The system is built on three core technologies. Nanite Assemblies provide efficient management of asset variations to reduce storage, memory, and rendering costs. Nanite Skinning enables dynamic motion, bringing vegetation to life with natural effects such as wind. Nanite Voxel preserves exceptional detail, animation, and material quality at any distance while maintaining strong performance.
Together, these systems create an efficient and visually stunning approach to real time vegetation rendering in Unreal Engine.
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