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PCG Production Suite

Module: Design · Category: PCG · Tool ID: PCGProductionSuite

A three-tab production toolkit for Unreal’s Procedural Content Generation framework. Debug scans PCG graphs for node counts and disconnected nodes. Stability lints for known crash patterns, infinite loops, and missing bounds. Integration audits how PCG outputs interact with GameplayTags, NavMesh, and Smart Objects.

Screenshot 01 — Hero shot — Suite open on Debug tab with several PCG graphs scanned, node counts and warnings visible.


  • Debugging “my PCG won’t generate” reports — usually a disconnected node
  • Stability audit before a long PCG bake — catching infinite-loop patterns first
  • Confirming PCG outputs integrate correctly with NavMesh and Smart Objects
  • Onboarding to a PCG-heavy project — getting the graph health overview
  • Don’t use this to author PCG graphs — UE’s PCG editor owns graph editing
  • Don’t expect this to fix issues — it surfaces them; fixes happen per-graph

  1. Open the EQLabs Hub and search for PCG (or browse to Design → PCG)
  2. Click the tool card
  3. Use the tab bar: Debug, Stability, Integration

Per-graph scanner with node counts and disconnect detection.

SectionWhat it does
Scan PathFolder to scan for PCG graphs
ScanWalks every UPCGGraph
Graphs listPer-graph row: name, total node count, disconnected node count, complexity score
Disconnected nodesPer-graph drill-in showing which nodes aren’t wired up

Crash-pattern detection.

SectionWhat it does
ScanWalks every PCG graph for known crash patterns
Issues listPer-issue row: graph name, pattern, severity, line/node reference
  • Infinite-loop patterns — recursive node references that don’t terminate
  • Missing bounds — graphs that lack input bounds (cause runtime stalls)
  • Known crash recipes — pattern matching against documented crash modes

PCG ↔ GameplayTag / NavMesh / SmartObject audit.

SectionWhat it does
ScanWalks PCG graphs for integration with adjacent systems
Tag referencesWhich gameplay tags PCG graphs reference
NavMesh integrationDoes the graph affect navmesh?
SmartObject integrationAre SmartObject classes spawned by the graph?

  1. Set Scan Path
  2. Run all three tabs in sequence
  3. Resolve high-severity issues from Stability first, then Debug, then Integration

FieldDefault
Scan Path/Game

Settings file: [Project]/Saved/EQLabs/Settings/PCGProductionSuite.json


  • In-panel results per tab
  • No edits — read-only audit

  • Disconnected nodes aren’t always bugs — sometimes intentional placeholders. The tool flags them; you decide
  • PCG stability is platform-sensitive — a graph that works on PC may crash on mobile due to memory limits
  • NavMesh integration audit is approximate — it tells you what could affect navmesh, not guaranteed runtime behavior


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