Runtime PCG in The Witcher 4 Unreal Engine Tech Demo | Unreal Fest Stockholm 2025
In this session recorded at Unreal Fest Stockholm, we explore the use of Unreal Engine’s Procedural Content Generation (PCG) framework at runtime in the The Witcher 4 Unreal Engine Tech Demo, first shown at the State of Unreal earlier this year at Unreal Fest Orlando. The PCG framework can be used to generate game content dynamically while a game is running, enabling you to create environments on the fly, rather than only at the level design stage. Watch to discover how offline and runtime PCG were combined to populate a dense and detailed world for The Witcher 4 Unreal Engine Tech Demo. You’ll gain an understanding of the fundamental concepts and features in PCG that enable high performance runtime content generation, as well as the skills needed to diagnose issues with runtime setups and dial in setups. This session takes a look at the differences between working with PCG in the Unreal Editor versus at runtime; explores how PCG runtime works; and dissects the grass system from The Witcher 4 Unreal Engine Tech Demo. We also look at performance measurement; development tools and processes; and new features coming down the pipe. Learn more about Unreal Engine here: unrealengine.com #TheWitcher4UnrealEngineTechDemo, #ProceduralContentGeneration, #PCG, #UnrealEngine, #UE5.7, #UnrealFestStockholm

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