Unreal Engine 5.4 - Procedural Content Generation (English) (Udemy.com)
Learn PCG to create game environments in the fastest way
Created by: Brandon Vox
Last updated February 2026
What you will learn
- Learn Procedural Content Generation (PCG) in Unreal Engine 5.4
- Create game environments quickly, automatically, and accurately
- Building Generator
- Manage PCG Graph in the most efficient way
- Create points on any mesh
- Path Spline and Closed Spline
- Create custom PCG nodes
- Optimize performance
How it compares
Against the other 281 rated Udemy courses in Game Development Fundamentals on CourseDuck:
- Rating4.3 out of 5higher than 20% of them
- Reviews289#114 of 282 by number of reviews
- Length11.8 hourslonger than 67% of them
- Last updatedFebruary 2026more recently than 81% of them
Course Description
This is the English version of the course "Unreal Engine 5.4 PCG - Tạo Môi Trường Game bằng PCG".
So, what is PCG or Procedural Content Generation?
Imagine you want to add trees to a level, you have to determine the quantity, the spacing between the trees, etc. This is very time-consuming if done manually. But with PCG, you can do it quickly and accurately.
In the initial sections:
Get familiar with the PCG framework
Learn how to use the nodes in the PCG Graph
Use the Surface Sampler node to create random points
Use the Static Mesh Spawner node to create meshes from points
In the "Rock" section, you will add rocks to the level. When the level has various objects like rocks and trees, you will define how they interact with each other. For instance, if a rock and a tree overlap, you will decide whether to remove the rock or the tree.
In the "Mesh Sampler" section, instead of creating points on the landscape surface, you will learn how to create points on any static mesh. For example, I will use the Mesh Sampler node to create mushrooms on tree logs.
Besides the existing/native PCG nodes, you will learn how to create new PCG nodes to suit your needs.
From an initial point, you can create surrounding points. For example, each tree stump can have branches or tree logs around it.
You might like the "Building" section. You will learn how to create a tool for generating buildings. Since a building has many parts, I have broken the section into multiple lectures for each part. You will learn various use cases of the nodes from the previous sections. You can learn and apply a lot after completing this section.
Instructor Details
- 4.3 Rating
289 Reviews
Brandon Vox
I am Brandon, an Unreal Engine instructor on Udemy.
I like conciseness and simplicity. Therefore, each of my lectures focuses on only one topic.
Mình là Brandon, người hướng dẫn Unreal Engine trên Udemy.
Mình thích sự ngắn gọn, đơn giản. Vì vậy, mỗi bài giảng của mình chỉ tập trung vào 1 nội dung duy nhất.
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Reviews
By Andrew Brown on 9/30/2025
Great course to skim through the basics of PCG and familiarize yourself with the most common nodes and techniques. It is an excellent jumping off point into learning PCG and to demystify some of the odder functionality with the plugin. My goal was to get down the basics of filtering, sampling objects (landscapes, actors), ray hits, and wrap my head around adding and working with Attributes and Data Assets (accessing within PCG). This course had some great exercises for all that. I'd recommend playing the videos at 1.5x speed and the AI voice can be a bit grating though I eventually got used to it.
By Nathan Dev on 4/14/2025
Solid introduction course for learning PCG for landscapes and buildings. Instructor includes more content on topics regarding basic performance and nanite. Overall great course as an introduction and very easy to follow. Thank you very much for the contents in this course as well as taking the time for English translation.
By Larysa Tomazenko on 3/16/2025
The course is well structured with a lot of practical examples. Very helpful for environment creation. I love the performance optimization part. Would be happy if the instructor made the standalone course on UE performance optimization. I didn’t feel uncomfortable from listening to autogenerated ai words, it’s much better to be honest than not hearing the instructor due to the noises, accent and poor sound quality. So definitely recommend.
By Andrew Nocita on 12/29/2024
So far it's been very informative on pcg basics for landscape's. The instructor does a good job of explaining and showing examples to follow along with for a strong hands on approach. so far I'm very happy with the course, its helping me to learn new tools to help lesson my work loads and to have a more streamlined approach to level design. only half way through and I'm more than happy with the course so far.
By Christopher Kempke on 12/28/2024
Very good (and very complete) for "how to do something," often a little light on "Why are we doing it?" There's a section in the middle on buildings that might need an update for UE5.5, where the procedural grammar stuff does the same thing now, maybe a bit easier. The vocal delivery can take some getting used to.
By Marian Pekár on 12/7/2024
Although I usually finish courses, even those that are not the best and I’ve already completed almost 70, some of which were very long, but I just can't continue with this one... after 47 painful lessons, I decided not to finish it and move on. The soulless AI-generated voice is monotonous and makes me sleepy, while the content often feels incoherent and poorly structured. Overall, it fails to hold my attention or provide value in a meaningful way. I can't recommend this course.
By Samuel Thomson on 11/8/2024
This was informative in taking me through some example uses of PCG Graph, but it felt like hard work - there were no exercises beyond copying "by wrote" what was happening in the tutorials (i.e. watch, copy), so very little thinking was involved. It could benefit from ending sections with problems or tasks so the student has a chance to go away and work out how to implement concepts that have been introduced in different settings. I also think it could benefit from pausing to cover better overviews or explanations of the different data types, such as "concrete" vs "spatial" data, or the difference between PCGPointData and PCGDataCollection. Especially at the start of the series, it would be helpful to do an overview of what a "point" is in PCGGraph, because it's really a new concept. Similarly, it would be helpful to have an overview of how StaticMeshSpawner accesses the "Weight" variable, which is hidden in a Struct. It's not obvious how this is read via whatever code is happening in the background. That said, over the series, I got more used to the way data is handled, such as the use of custom Structs for handling data. The "inspect" feature is very helpful, and I got more used to using this.
By Yu Lun Ng on 10/29/2024
This course is alright for somebody who is new in unreal. The pacing is all over the place making it so that I have to come back to the video and replay certain parts or speed up certain parts. The voice is pretty dry and the constant pausing between words when being asked to name something gets pretty annoying when trying to follow along without watching the video. You can keep using the AI voice, just keep it consistent without random pauses. Nodes lack explanation. The building section and populate city felt like there could have been a better solution instead of limiting the number of floors, rows and columns. Could have a video at the end that concludes the entire course.
By Dave Megarry on 9/22/2024
I have to say that this is some of the best PCG content that's been produced anywhere! Rather than just showing you the graphs that typically get set up, here you'll find yourself understanding all of the options for the nodes, and even why it's important to place some nodes in-front-of or behind other nodes; super-interesting and useful :) At the half-way point - we've built a forest, and even built our own node to give us some functionality that doesn't come with the UE nodes. There is just so much detail here that you won't find anywhere else. By the end of the course you've worked with landscapes, meshes and generated PCG buildings, as well as taken a brief look at performance and optimisation. Highly recommended course - note that this course is translated and so uses an AI voice - it's very high quality, but I needed to play the course at 1.5x speed to keep it flowing. Don't let that put you off though!
By Greg on 8/28/2024
I just finished section 3, but felt that I had enough to give an initial rating, and that is without a doubt 5 stars. There was never a point where I wondered what was clicked and why. Each video only covers one topic, and it covers it in the perfect amount of detail. He shows what a particular problem is and then how to solve it. If you are looking to both learn and understand procedural content generation, I would recommend this course
Quality Score
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Overall Score : 86 / 100






