Procedural Chaos Generation

2026.3 - 2026.4

Combining Physics-based Destruction with Runtime Content Generation

Unreal Engine, Cinematics, Chaos, PCG, C++, HLSL

Development Time: About 20-25 hours

Building on Epic Games’ Advanced PCG System Sample “Cassini”, which features a futuristic-themed space station scene, completely generated procedurally using a PCG Data Asset workflow, I aimed to make the scene more dynamic by transforming the originally static props into destructible objects based on Unreal Engine’s Chaos Physics system.

This results in an environment that reacts to physical actions such as player movement, as well as secondary “chain actions” thanks to the real-time physical simulation capabilities.

To optimize for performance, I used C++ to develop a manager system that automatically generates new space station sections while unloading old ones. I used Sequencer to create a short cinematic movie to showcase this system.

As a side quest, I also explored how to give Unreal’s CineCamera renderings the iconic look from anamorphic lenses commonly used in cinematography. In the end, I used a combined approach of custom HLSL shader, built-in new Engine functions, and third-party plugins to create a more appealing and familiar cinematic visual effect.

Cinematic Demo

Anamorphic Lens Effect Demo

Enlin Li

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Kanagawa, Japan