PCG Geometry Decals

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

  1. Make sure to go to Edit->Plugins and enable:
    • GeometryScripting
    • PCG
    • PCGGeometryScriptInterop
    • ModelingToolsEditorMode
  2. Restart your project
  3. 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.
  4. Adjust radius, height intensity, falloff, UV tiling, resolution, etc.
  5. Select one or more decals and right-click → Scripted Actor Actions → Bake to Static Meshes.
  6. 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

How to Install/Import?

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