UNIVERSAL PCG SCATTERUser manual한국어 옵션English options

Complete parameter reference

Every public option in groups 01–09, nested Elements settings and Scatter Actions, checked against the source definitions. Search by English option name. Units are cm, degrees and seconds; XYZ denotes vector components, Pitch/Yaw/Roll denotes rotation components. Blueprint and instance defaults can differ, so this page explains behavior. Run Generate Scatter after changing generation settings. Motion is procedural, not fluid physics, flocking AI or obstacle avoidance.

119 options / actions

01 Sources

OptionDescription
Source
Source
Source: Mesh Surface samples LOD 0 triangles; Landscape projects to terrain; Spline uses a path; Volume samples a volume.
Surface Actors
SurfaceActors
Surface source actors; also restricts projection targets. When empty, projection searches eligible collision surfaces.
Spline Actor
SplineActor
Actor containing an external spline. If unset, uses the built-in Guide Spline.
Spline Component Name
SplineComponentName
Selects a named spline component on the external actor. None uses the first; an unmatched name fails.
Spline Mode
SplineMode
Along: centerline; Ribbon: lateral band; Interior: world-XY interior of a closed spline, sampled within the Region Extent candidate area.
Spline Width
SplineWidth
Ribbon half-width in cm: 200 means 400 cm total width. Also used in path-source density estimation.
Spline Start Inset
SplineStartInset
Distance excluded at the start during placement. Does not constrain subsequent flow motion.
Spline End Inset
SplineEndInset
Distance excluded at the end during placement. Flow still uses the full path.
Project To Surface
ProjectToSurface
Projects candidate positions onto collision surfaces. Landscape always projects regardless of this switch.
Projection Direction
ProjectionDirection
Normalized projection direction. A zero vector falls back to world down (0,0,-1).
Projection Distance
ProjectionDistance
Total projection trace length in cm, half on either side of the candidate position.
Trace Channel
TraceChannel
Surfaces that Ignore this collision channel are rejected by projection. Query collision is required.

02 Region

OptionDescription
Limit To Region
LimitToRegion
Rejects candidates outside the region. Disabling it does not remove the Region Extent sampling bounds for sources such as Volume.
Region
Region
Box: local box; Sphere: minimum extent as radius; Cylinder: minimum XY extent as radius and Z half-height; Closed Spline: closed path XY interior plus local Z height limit.
Region Extent
RegionExtent
Local half-size in cm. (500,500,250) gives a 10×10×5 m box before actor scaling.
Edge Falloff
EdgeFalloff
Normalized edge density falloff width (0–1); zero disables it. Inactive when region limiting is off or Region is Closed Spline.
Exclusion Actors
ExclusionActors
Excludes actor bounding boxes, closed spline XY interiors, or positions within Padding of an open spline.
Exclusion Padding
ExclusionPadding
Padding in cm for actor bounds or open spline distance exclusion. Does not expand closed spline interiors.

03 Elements

OptionDescription
Elements
Elements
Array of mesh elements with weights, transforms and motion settings. See the nested element fields below.
Sequential Selection
SequentialSelection
Cycles through valid elements instead of weighted random selection. Enabled, valid mesh and positive Weight remain required; rejected candidates can skip entries.
Elements → Label
Label
A name for identifying the element; does not affect probability or motion.
Elements → Enabled
Enabled
Whether this element can be selected for generation.
Elements → Type
Type
Static Mesh uses instanced components; Skeletal Mesh creates individual skeletal components.
Elements → Static Mesh
StaticMesh
Mesh to place when Type is Static Mesh.
Elements → Skeletal Mesh
SkeletalMesh
Mesh used for Skeletal Mesh elements; its skeleton must be compatible with the animation.
Elements → Weight
Weight
Relative selection weight; zero excludes the element. Sequential Selection only checks that it is positive.
Elements → Seed Offset
SeedOffset
Per-element seed variation for random transforms and single-asset animation settings, combined with the global seed.
Elements → Scale
Scale
Base XYZ scale multiplier, multiplied by global random scale and other scale factors.
Elements → Scale Multiplier
ScaleMultiplier
Minimum/maximum uniform random scale multiplier for this element.
Elements → Rotation Offset
RotationOffset
Per-mesh rotation correction, also retained during velocity alignment. Try Yaw ±90° for sideways-facing fish.
Elements → Position Offset
PositionOffset
Per-element position offset in cm, added to global position jitter; follows Position In Surface Space.
Elements → Separation Radius
SeparationRadius
Spherical placement separation radius, scaled by generated size. Not mesh collision testing or motion avoidance.
Elements → Materials
Materials
Material overrides by slot index. Empty entries retain the original material.
Elements → Cast Shadow
CastShadow
Enables shadow casting on generated components.
Elements → Collision
Collision
Enables Query and Physics collision; does not automatically enable physics simulation or obstacle avoidance.
Elements → Cull Distance
CullDistance
Distance culling limit in cm, using instance culling for static meshes and component culling for skeletal meshes. Zero removes the distance limit.
Elements → Motion
Motion
Static: no procedural motion; Spline Flow: path movement; Turbulence: displacement around the initial position. Skeletal animation can still play with Static.
Elements → Animation
Animation
Loops a single animation asset. An assigned Animation Blueprint takes priority.
Elements → Animation Blueprint
AnimationBlueprint
Anim Instance class for the skeletal mesh. Playback rate and phase are controlled by its own logic.
Elements → Animation Play Rate
AnimationPlayRate
Random playback-rate range for a single Animation asset; not applied to Animation Blueprints.
Elements → Random Animation Phase
RandomAnimationPhase
Randomizes starting phase of a single Animation asset; not applied to Animation Blueprints.

04 Distribution

OptionDescription
Amount Mode
AmountMode
Count uses a target number; Density derives the target from estimated area times density per square meter.
Target Count
TargetCount
Requested count in Count mode. Filters, spacing, caps and attempt limits may reduce the actual result.
Density Per Square Meter
DensityPerSquareMeter
Estimated count per square meter in Density mode. Volume also uses XY area, not cubic volume; not an exact density for clipped regions.
Max Instances
MaxInstances
Cap on the total requested count, before Low Density Preview scaling.
Max Skeletal Instances
MaxSkeletalInstances
Cap on generated skeletal instances; not a performance guarantee.
Distribution
Distribution
Random candidates, Minimum Distance spacing, Jittered Grid, or Clusters. Mesh surfaces still use triangle-random sampling; Grid on Along/Ribbon splines distributes ordered path positions.
Seed
Seed
Global random seed for reproducible generation with the same inputs.
Minimum Spacing
MinimumSpacing
Minimum center distance in cm. Positive values apply across distribution modes; the larger of this distance and summed element radii is used.
Grid Spacing
GridSpacing
XY grid spacing in cm for Volume, Landscape and Spline Interior. Along/Ribbon path spacing is determined by target count instead.
Grid Jitter
GridJitter
Grid jitter fraction (0–1), also used by the path Grid mode.
Cluster Count
ClusterCount
Number of cluster centers for Clusters on Volume, Landscape and Spline Interior.
Cluster Radius
ClusterRadius
Candidate radius around each cluster center, in actor-local cm.
Attempts Per Point
AttemptsPerPoint
Candidate attempts per requested point (1–50). Higher values help restrictive filters but cost time; total attempts are capped at two million.

05 Transform

OptionDescription
Uniform Scale
UniformScale
Uses only the X range of Scale Min/Max and applies it uniformly to XYZ. Element Scale can still be nonuniform.
Scale Min
ScaleMin
Lower global random scale bound; sampled per axis when Uniform Scale is off.
Scale Max
ScaleMax
Upper global random scale bound; multiplied by element scale, scale multiplier, field and spline scale factors.
Position Min
PositionMin
Per-axis minimum global position jitter in cm.
Position Max
PositionMax
Per-axis maximum position jitter in cm. Random range endpoints are automatically sorted.
Position In Surface Space
PositionInSurfaceSpace
Rotates position offsets by the basis produced by Alignment; otherwise offsets use world XYZ.
Rotation Min
RotationMin
Lower random Pitch/Yaw/Roll bounds in degrees, applied after initial alignment.
Rotation Max
RotationMax
Upper random Pitch/Yaw/Roll bounds in degrees. Flow Orient To Velocity can replace initial random orientation.
Normal Offset
NormalOffset
Minimum/maximum position offset along the sampled normal, in cm.
Alignment
Alignment
World Up, Surface Normal, Spline Tangent, a specified Direction, or facing a Look At Target actor.
Normal Influence
NormalInfluence
Normal tilt influence (0–1) in Surface Normal mode: zero is world up; one follows the normal subject to Max Tilt.
Max Tilt
MaxTilt
Tilt limit in degrees for Surface Normal alignment; does not limit subsequent random rotation.
Normal Axis
NormalAxis
Mesh axis X/Y/Z that points upward in World Up or Surface Normal mode; not applied to other alignment modes.
Align Direction
AlignDirection
World direction faced by mesh X when Alignment is Direction.
Look At Target
LookAtTarget
Actor to face when Alignment is Look At Target.

06 Filters

OptionDescription
Slope Degrees
SlopeDegrees
Allowed slope range in degrees between the normal and world up: 0 is upward horizontal, 90 is vertical.
World Height
WorldHeight
Allowed world Z height range in cm, checked after position offsets.
Use Noise Mask
UseNoiseMask
Filters candidates and modulates acceptance probability with world-position Perlin noise.
Landscape Paint Layer
LandscapePaintLayer
Filters by a landscape paint-layer weight. Editor generation only; save generated results for runtime use.
Minimum Layer Weight
MinimumLayerWeight
Minimum accepted weight (0–1) of the selected paint layer.
Noise Size
NoiseSize
Noise spatial scale in cm; larger values create broader patterns.
Noise Threshold
NoiseThreshold
Rejects candidates below this 0–1 noise threshold; accepted candidates still have noise-modulated density.
Distance Field Actor
DistanceFieldActor
Creates a 0–1 distance influence around the actor location. Unrelated to Unreal Mesh Distance Fields/SDF.
Field Inner Radius
FieldInnerRadius
Inner radius in cm where field influence is 1, before inversion.
Field Outer Radius
FieldOuterRadius
Outer radius in cm where field influence reaches 0; set above Inner Radius.
Invert Distance Field
InvertDistanceField
Reverses distance influence to favor outside rather than the center.
Field Scale
FieldScale
Interpolates scale from X at field 0 to Y at field 1. Without a field actor, influence is 1 and Y is used.
Spline Density Curve
SplineDensityCurve
Acceptance curve over normalized placement progress 0–1; output clamped to 0–1. Interior evaluates at input 0.
Spline Scale Curve
SplineScaleCurve
Scale multiplier over normalized placement progress 0–1. Not continuously reevaluated during motion; Interior uses input 0.

07 Flow

OptionDescription
Enable Motion
EnableMotion
Global procedural-motion switch; each moving element must also use a non-Static Motion mode. Skeletal animation is separate.
Flow Speed
FlowSpeed
Base path speed in cm/s, multiplied by Speed Multiplier. Negative values travel backward.
Speed Multiplier
SpeedMultiplier
Per-instance random speed multiplier range sampled at generation; regenerate after changing it.
End Behavior
EndBehavior
Loop wraps to the other end; Ping Pong reverses; Stop clamps at an end; Hide sets scale to zero outside the path.
Orient To Velocity
OrientToVelocity
Faces mesh X along movement plus element Rotation Offset. Falls back to the path tangent when stationary or evaluating explicit time.
Rotation Response
RotationResponse
Rotation response rate; larger values turn faster. Explicit Evaluation Time aligns immediately without this smoothing.
Path Attraction
PathAttraction
Damps turbulence displacement; larger values reduce wobble. Not a physical spring simulation.
Motion Drag
MotionDrag
Additional damping of turbulence displacement; does not reduce Flow Speed itself.
Keep On Surface
KeepOnSurface
Projects to a surface on each motion evaluation; requires collision surfaces and adds per-instance cost.
Ground Offset
GroundOffset
Offset along the hit normal after successful Keep On Surface projection, in cm.
Spin Degrees Per Second
SpinDegreesPerSecond
Spin in degrees/s: X=Roll, Y=Pitch, Z=Yaw; applies to moving elements.

08 Turbulence

OptionDescription
Turbulence Strength
TurbulenceStrength
Curl-noise displacement strength; zero disables it. Reduced by Path Attraction and Motion Drag.
Turbulence Size
TurbulenceSize
Turbulence spatial scale in cm; larger values spread variations over larger areas.
Turbulence Speed
TurbulenceSpeed
Rate of time variation in turbulence noise. Zero gives no displacement relative to its initial noise state.
Enable Vortex
EnableVortex
Enables rotation around a vortex axis for moving elements.
Vortex Actor
VortexActor
Vortex center actor. If unset, Spline Flow uses its initial path position; other motion uses the scatter actor location.
Vortex Axis
VortexAxis
Normalized world-space vortex axis; zero falls back to world Z.
Vortex Radius
VortexRadius
Vortex influence radius from the axis in cm; strongest near the axis and zero at the boundary.
Vortex Speed
VortexSpeed
Angular speed in degrees/s multiplied by radial influence; negative values reverse rotation.
Vortex Inward Pull
VortexInwardPull
Amount of time-dependent radial contraction (0–1), pulling toward the axis within its influence.

09 Preview

OptionDescription
Auto Regenerate
AutoRegenerate
Regenerates during editor construction updates. For large sets, disable it and use Generate Scatter manually.
Low Density Preview
LowDensityPreview
Scales requested count by Preview Fraction. Applies to the shared generation function, including runtime generation.
Preview Fraction
PreviewFraction
Low Density Preview fraction (0.01–1); 0.2 requests about 20% of the target.
Show Bounds
ShowBounds
Shows editor bounds guides; does not enable or disable region limiting.
Show Points
ShowPoints
Shows cyan debug points at initial generated positions in the editor, not current animated positions.
Evaluation Time
EvaluationTime
Explicit procedural-motion time in seconds, usable with Sequencer keys; requires Use Evaluation Time and Enable Motion.
Use Evaluation Time
UseEvaluationTime
Uses Evaluation Time instead of the live elapsed clock. Does not synchronize skeletal animation frames.
Generated Count
GeneratedCount
Read-only actual generated instance count.
Generation Status
GenerationStatus
Read-only generation result/target count or source/mesh configuration error message.

Scatter Actions

OptionDescription
Generate Scatter
GenerateScatter
Runs the PCG graph to regenerate from current settings; PCG component needs the PCG_UniversalScatter graph.
Cleanup Scatter
CleanupScatter
Removes this actor's generated components and PCG output; retains source actors and mesh assets.
Reseed
Reseed
Changes the global Seed and regenerates.
Start Preview
StartPreview
Starts/resumes editor procedural-motion playback. Ensure output exists, Enable Motion and element Motion are set, and viewport Realtime is enabled.
Stop Preview
StopPreview
Stops the live editor preview clock; does not stop runtime, explicit Evaluation Time evaluation, or all skeletal animation.
Reset Motion
ResetMotion
Resets elapsed time and Evaluation Time to zero and evaluates procedural transforms at time zero; does not regenerate.
Fit Bounds To Sources
FitBoundsToSources
Fits actor position and Region Extent to combined Surface Actors and external Spline Actor bounds. Excludes the built-in Guide Spline; inspect the result with rotation/nonuniform scale.