A city generation tool made entirely within PCG for an unannounced project. An initial shape is drawn out using a spline, which generates the base road, sea walls, and road system. This graph then spawns a blueprint for each city block that contains its own PCG graphs, which handle sidewalks/concrete, pedestrian splines, building placement, and prop placement.
Props on or near buildings are handled with static mesh sockets that the PCG graph utilizes.
The road system is entirely procedurally created using straight splines that the PCG graph creates, and dynamic intersection blueprints are spawned at each intersection and read the endings of the straight splines to connect them in the correct order.
This tool was created due to the project having a very small team size and a quicker deadline. Handcrafting an entire city was unrealistic, especially since the city could change layouts down the production pipeline. So we chose to craft the city procedurally. Some elements were still handmade, such as parks or specific points of interest, and were inserted into the city.