Description
Place high-fidelity geometry decals directly onto Unreal landscapes—automatically conforming, displacing, and blending into terrain with Nanite-ready results.
Perfect for photogrammetry workflows, stylized terrain detailing, and cinematic-quality environments.
[Showcase Video] | [Documentation] | [Join the Discord]
Features
✅ Drag & Drop — add actors to your scene that auto-generate PCG-driven geometry on placement.
✅ Terrain-Conforming Geometry — decals snap to the underlying landscape.
✅ High-Resolution Displacement — sculpt layered surface detail using real heightmap-driven geometry.
✅ Full Artistic Control — customize material, displacement, falloff, radius, UVs, and resolution—directly from the Details panel.
✅ Nanite Baking — convert decals to optimized Nanite-ready static meshes for runtime use.
✅ Lightweight & Fast — async PCG means instant feedback and non-blocking edits.
✅ Ready-to-Use Examples — includes master material and preconfigured child blueprints for fast iteration.
Use Cases
Photoreal terrain stamping — add cliffs, soil, or gravel with full geometric depth.
Stylized environments — create layered terrain elements with clean artistic direction.
Lookdev and kitbashing — iterate terrain compositions quickly and visually.
Games and cinematics — add micro-terrain variation without touching the landscape material.
Quickstart
- Make sure to go to Edit->Plugins and enable:
- GeometryScripting
- PCG
- PCGGeometryScriptInterop
- ModelingToolsEditorMode
- Restart your project
- Drag a BP_GeometryDecal_* actor from /Game/PCGGeometryDecals/Demo/Examples/ into your level (these are ready-made variants with materials and textures preassigned) -or- Subclass BP_GeometryDecal and assign your own material + height texture.
- Adjust radius, height intensity, falloff, UV tiling, resolution, etc.
- Select one or more decals and right-click → Scripted Actor Actions → Bake to Static Meshes.
- Enable Nanite on the resulting mesh if needed in the popup window settings.
This blueprint is Editor-only.
To ship in-game, bake all decals to Nanite static meshes.
Credits
Demo content includes textures from PolyHaven (CC0 license).
Please consider supporting them on Patreon.
Technical Details
Features
- Procedural decal placement
- Editor‑time terrain-conforming geometry
- Heightmap-driven displacement with accurate normals
- Async PCG workflows for instant feedback
- Nanite baking to optimize runtime meshes
- Full customization through master and child blueprint system
Blueprints Included
- BP_GeometryDecal (abstract base actor)
- Example Decals: 7
- PCG graph assets: 7
- Editor Utility: 1 (for bake-to-mesh actor right-click functionality)
Materials & Textures
- Master Materials:
- M_GeometryDecal_Master
- M_GeometryDecal_Basic, M_GeometryDecal_Height
- Instance Materials matching each example decal
- ARM/BC/D/N textures for each decal (4 maps per decal type)
- Utility Textures: 2
Sample Map & HLOD Layer
- Demo Map: PCGGeometryDecals_Demo
Blueprint vs. C++
- Entirely Blueprint-driven: no custom C++ classes (all geometry logic via PCG and dynamic mesh actors)
Dependencies
- Unreal Engine 5.5+ (requires PCG and Nanite support)
- Plugins to enable: ModelingToolsEditorMode, GeometryScripting, PCGGeometryScriptInterop, PCG
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