Uploaded May 2026 | Updated September 2026, 1 week ago
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In the final lesson of this Unreal Engine PCG tutorial series, we take everything to the next level by scattering assets directly on static meshes instead of only using landscapes. You’ll learn how to use actor data, copy points, density control, normal-based placement, and subgraphs to build more advanced procedural environments. This lesson connects everything from the previous tutorials and completes the full procedural forest created throughout the series.
- Intro music by @Limujii-Sweet Talks: youtu.be/PmLHb3db2vA
@SARKAMARI #sarkamari
► Support the channel on Patreon: patreon.com/sarkamari
► Watch the full UE playlist here: youtube.com/playlist?list=PLbvsJz5ZcmxF9fclMrFPfdRA77crIZAUs
► Visit the official Merch: sarkamari-shop.fourthwall.com
Follow Me on Social Media
► All links in one place: https://linktr.ee/SARKAMARI
► Instagram: instagram.com/SARKAMARI.CG
► Reddit: reddit.com/u/SARKAMARI
► X (Twitter): https://x.com/@Sarkamari1
In the final lesson of this Unreal Engine PCG tutorial series, we take everything to the next level by scattering assets directly on static meshes instead of only using landscapes. You’ll learn how to use actor data, copy points, density control, normal-based placement, and subgraphs to build more advanced procedural environments. This lesson connects everything from the previous tutorials and completes the full procedural forest created throughout the series.
- Intro music by @Limujii-Sweet Talks: youtu.be/PmLHb3db2vA
@SARKAMARI #sarkamari










