ue5-pcg-building · git:20260302.4d8df4c · 2026-03-02 · sha256 eeb5ce32eec69805
ue5-pcg-building git:20260302.4d8df4cA
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--- name: ue5-pcg-building description: UE5.6/UE5.7 PCG building generation workflow for modular buildings, blockouts, facade rules, and runtime generation. Use when requests involve Procedural Content Generation (PCG), Shape Grammar, lot-based building spawn, deterministic random seeds, density/filter pipelines, or converting designer constraints into reusable PCG graphs. --- # Quick Start - Define generation target: blockout towers, modular facades, or full lot-based building sets. - Define input data: lot splines, points, tags, seed, and per-zone constraints. - Define output type: Static Mesh instances, spawned actors, or dynamic mesh output. # Workflow - Build PCG graph stages: input collection, filtering, transform generation, and output spawn. - Keep deterministic random behavior with explicit seed inputs and stable point ordering. - Use Shape Grammar for facade and floor stacking patterns when rule-based structure is required. - Split graph into reusable subgraphs for footprint, vertical stacking, facade dressing, and rooftop pass. - Add validation pass for collision, navigation impact, and overlap rejection before final spawn. # Constraints - Keep the main pipeline compatible with both UE5.6 and UE5.7 unless a version-specific note is required. - Prefer ISM/HISM style output for large counts; avoid spawning heavyweight actors for every small part. - Keep runtime generation bounds explicit to avoid uncontrolled world-wide regeneration. - Avoid hidden dependency on editor-only data when runtime generation is expected. # Failure Handling - If no buildings spawn, verify input points/splines and spatial bounds first. - If generated meshes overlap, add slope/clearance filters and occupancy checks before output. - If runtime generation hitches, reduce graph complexity per cell and batch expensive operations. - If results are non-reproducible, lock seed source and normalize upstream point sets. # Escalation - Escalate when architecture requires custom C++ PCG elements or engine plugin extension. - Escalate when city-scale generation must be integrated with World Partition streaming policy. - Escalate when generated layout must be synchronized with save/load or multiplayer authority rules.