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Procedural Village PCG on Unreal 5

Hello!
After a few weeks of work I present to you my new project:
A Procedural Village using PCG on Unreal!
There is a lot of work here so I will make a list of the most relevant highlights:

-A PCG Custom Blueprint Element to choose a specific number of points and receive both the selected and discarded points (Perfect for making unique buildings or counting meshes)
-A procedural path (The city adapts to the path depending on the route you choose)
-A procedural fence with an additional tool to remove specific fences to create some chosen randomness
-Parameterized variables for the forest, the road, and the city to make the tool more accessible to environment artists, controlling from the scale of the meshes to the meshes themselves, thus creating a universal tool for any type of project

Once the tool procedurally created the city , I eased the blending of the environment by changing the height and paint of the terrain
This project has helped me a lot to solidify my knowledge of procedural content and gain more confidence working on it.
It has been a very entertaining project and I am very happy with the final result :)

I used the "Lowpoly Handpainted Environment" pack from Fab to make the level dressing