Unreal Engine 5.5 - PCG Compute Introduction (Fractals in HLSL) @renderbucket
Unreal Engine 5.5 - PCG Compute Introduction (Fractals in HLSL)  @renderbucket
Uploaded December 2024 | Updated September 2026, 2 weeks ago
Topic: Unreal Engine 5.5 PCG Compute Introduction (Fractals With HLSL)

In this video we take a look at how to use the new Unreal 5.5 Compute Shaders (HLSL) with PCG. We will go over a brief introduction on how to Generate Points using HLSL in PCG. We then will start to add a bit more complexity and go over how to create fractal patterns (Julia Set) and utilize attributes like scale and color.

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Tip: If PCG Gets Slow, Utilize Culling in your Static Mesh Spawner. In some cases it may also be very beneficial to utilize Meshes that have Nanite enabled. Just try to avoid overdraw/overlapping meshes on the points with PCG or Nanite since that really slows things down.

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Unreal Engine 5.5 - PCG Compute Introduction (Fractals in HLSL)

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