Individual skill
ue5-pcg-building
UE5.6-UE5.8 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.
skills/ue5-pcg-building/SKILL.md
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- Instructions only
- Last checked
- Nov 10, 2026
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- Repository last updated
- Aug 26, 2026
- License
- MIT
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SKILL.mdcore · 8,992 bytesSKILL.mdcore · 8,992 bytesSKILL.mdcore · 8,992 bytesSKILL.mdcore · 8,992 bytesSKILL.mdcore · 8,992 bytesSKILL.mdcore · 8,992 bytesagents/openai.yamlasset · 309 bytesreferences/pcg-building-graph-patterns.mddoc · 2,990 bytesreferences/project-adapter.mddoc · 569 bytesreferences/runtime-generation-validation.mddoc · 2,974 bytesreferences/shape-grammar-building-pattern.mddoc · 905 bytes
Read excerpt
# Quick Start
- Define generation target: blockout towers, modular facades, or lot-based building sets.
- Define deterministic inputs: lot splines/points, district tags, style preset, and seed.
- Define runtime mode: static bake, on-demand, or runtime scheduled generation.
- Define output mode: Static Mesh instances first, Spawn Actor only for interactive/stateful parts.
# API Anchors (UE5.6-UE5.8)
- Runtime trigger and radii live on `UPCGComponent`:
- `EPCGComponentGenerationTrigger::GenerateAtRuntime`
- `bOverrideGenerationRadii`, `GenerationRadii`, `SchedulingPolicyClass`, `SchedulingPolicy`
- `GenerateLocal(...)`, `Cleanup(...)`
- Runtime scheduler refresh lives on `UPCGSubsystem`:
- UE5.6/UE5.7: `RefreshRuntimeGenComponent(...)`, `RefreshAllRuntimeGenComponents(...)`
- UE5.8: `RefreshRuntimeGenExecutionSource(...)`, `RefreshAllRuntimeGenExecutionSources(...)`