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
🔔 Subscribe to stay updated with new tutorials!
🔗 Resources & Downloads:
✅ Project Files: https://www.patreon.com/posts/project...
✅ Roadmap: https://github.com/orgs/infinityedgeg...
/ discord
/ infinityedgegames
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