#49 Stealth | PCG Bush Area | RPG Framework in Unreal Engine 5

Опубликовано: 17 Май 2026
на канале: Infinity Edge Games
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In this episode of the RPG Framework Series, we take our stealth system to the next level by leveraging the Unreal Engine Procedural Content Generation Framework to build a fully modular, production-ready Bush Area Actor.

Instead of manually placing foliage or creating one-off Blueprint solutions, we design a scalable, spline-driven system that dynamically generates dense bush zones with optimized collision and clean level integration. This solution is reusable, designer-friendly, and fully aligned with our growing RPG architecture.

🔎 What You’ll Learn in This Tutorial

How to enable and configure the Procedural Content Generation Framework and Procedural Mesh Component

Creating a custom Hiding Spot collision preset for stealth detection

Building a reusable Blueprint Interface for hiding zones

Generating a spline-based collision volume using a Procedural Mesh Component

Constructing mesh geometry manually (vertices, triangles, caps, and proper winding order)

Using a PCG Graph to populate spline-defined areas with procedural foliage

Controlling foliage density with exposed parameters


🧠 System Overview

We combine three core systems into one clean actor:

Spline-driven procedural collision volume

Custom hiding interface integration

PCG-based foliage population using instanced static meshes

The result is a highly configurable Bush Area Actor that:

Updates instantly when spline points move

Scales to any biome

Maintains performance using instancing

Cleanly integrates with stealth mechanics

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🔗 Resources & Downloads:
✅ Project Files: https://www.patreon.com/posts/project...

✅ Roadmap: https://github.com/orgs/infinityedgeg...

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Content
00:00 - Intro
00:51 - Requirements
03:00 - Bush Area Actor
05:35 - Procedural Mesh Component
22:31 - Bush Area PCG Graph
28:02 Outro

#unrealengine5 #stealth #gamedevtutorial #rpgframework #ue5