This system was used in ONEIRA to generate the structural “bones” of temple levels using Unreal Engine PCG and a layered data-asset driven grammar approach. Walls, floors, ceilings, and room/hallway grouping are all defined through modular data assets. Swapping a wall definition in the data asset can completely restyle an entire level without touching the PCG graph.
The system integrates with a general scatter framework to populate rooms and corridors automatically, as well as a project standard eraser actor for cutting holes into the walls.
This allowed rapid iteration of large temple layouts while remaining fully art-directable.
An optional lighting module can be enabled which procedurally places optimized spot lights along corridors.
The PCG graph calculates spacing, attenuation, and cone angles to minimize overlap while achieving consistent corridor illumination.
Lighting behavior is fully controlled through a dedicated data asset, allowing different temple styles to define their own lighting rules without modifying the graph.