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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Aug 26, 2026
License
MIT

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# 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(...)`
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