Focused reference · Unreal Engine 5.8
Runtime generation and scheduling
Configure runtime generation
- Set the PCG Component Generation Trigger to Generate at Runtime.
- Enable Hierarchical Generation if multiple grid scales are required.
- Configure generation radius for each grid size.
- Configure Cleanup Radius Multiplier so content is not destroyed immediately at the generation boundary.
- Use Generate/Cleanup Bounds Modifiers to begin work before the source looks toward content and reduce visible pops.
- Define generation sources: player/camera, editor viewport for testing, or custom sources.
- Choose a scheduling policy from actual traversal direction, distance, and urgency needs.
- Test source teleport, rapid direction reversal, fast vehicles, multiple players/sources, and no-source cleanup.
Budget controls
Relevant UE 5.8 variables include:
pcg.FrameTime: runtime PCG execution budget in milliseconds.pcg.RuntimeGeneration.NumGeneratingComponents: parallel generating components.pcg.RuntimeGeneration.FramesBetweenGraphSchedules: scheduler delay between schedule passes.pcg.RuntimeGeneration.EnablePooling: partition-actor pooling.pcg.Cache.Runtime.Enabled: runtime CPU-node cache; disabled by default.pcg.Cache.Runtime.MemoryBudgetMB: runtime cache memory cap.
Do not copy documented defaults blindly. Tune on target hardware for time-to-screen, hitching, memory, and background contention with gameplay/streaming.
Failure policy
Define behavior when generation is late:
- hide with fog/distance/occlusion;
- preserve lower-detail/baked fallback;
- prevent access until generation completes;
- reduce small-grid detail before missing large silhouette content;
- prioritize forward/travel-direction cells.
Do not let missing collision or gameplay Actors become a visual-pop problem; that is a correctness failure.
Multiplayer
PCG output is not automatically authoritative or replicated. Choose explicitly:
- identical local cosmetic generation from controlled inputs/seeds;
- server-generated replicated gameplay Actors;
- baked/persisted world content streamed normally;
- server-authored compact state that each client converts into local presentation.
Test determinism across builds/platforms before relying on identical local generation for anything more than cosmetic presentation.