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Runtime PCG in The Witcher 4 Unreal Engine Tech Demo

Unreal Engine via YouTube

Overview

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Explore the implementation of Unreal Engine's Procedural Content Generation (PCG) framework at runtime through an in-depth analysis of The Witcher 4 Unreal Engine Tech Demo in this 40-minute conference talk from Unreal Fest Stockholm. Discover how PCG enables dynamic game content generation while a game is running, allowing developers to create environments on the fly rather than being limited to the level design stage. Learn how offline and runtime PCG were strategically combined to populate a dense and detailed world for The Witcher 4 tech demonstration, first showcased at the State of Unreal during Unreal Fest Orlando. Gain comprehensive understanding of the fundamental concepts and features in PCG that enable high-performance runtime content generation, while developing essential skills for diagnosing issues with runtime setups and optimizing configurations. Examine the key differences between working with PCG in the Unreal Editor versus at runtime, understand the mechanics of how PCG runtime operates, and dive deep into the grass system implementation from The Witcher 4 tech demo. Master performance measurement techniques, explore development tools and processes, and get insights into upcoming PCG features in the development pipeline.

Syllabus

Runtime PCG in The Witcher 4 Unreal Engine Tech Demo | Unreal Fest Stockholm 2025

Taught by

Unreal Engine

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