Table of content
All Nodes
Creates connections between points using various probes.

Delaunay 2D / 3D, Voronoi 2D / 3D

Fuse clusters together by finding Point/Edge and Edge/Edge intersections.

One-stop node for pruning edges

Convert mesh/geometry topology to usable clusters.

Compute edge extra data from its vertices

Fix the order of edge start & end points

Compute vtx extra data

Find conditional-based states to nodes within a graph

Cut clusters using paths

Creates copies of entire clusters to a set of target points

Convex hull algorithms

Ensure clusters are clean and complete

Relax points positions of a graph.

Find matching cluster data.

Create per-cluster Vtx datasets

Breaks clusters edge chains into individual paths

Forward clusters with a new unique pair of tags. It’s like creating a copy, only much faster.

Build clusters using custom blueprints!

Connects clusters together.

Find a point in each cluster that is the closest to a bound-relative position.

Cluster-specific filters

Two nodes to conveniently pack/unpack cluster data.

Find paths connecting seeds to goals.

Find a path that goes through multiple chained points.

Find edge contours & outlines

Find all cells within a cluster

Grows paths from seeds alone.

Smooth points properties and attributes

Orient points in relation to their neighbors

Blend individual points between from paths’ start and end points.

Create SplineMesh components from paths

Solidify paths into “edges”

Find crossings within & against other paths.

Find intersections with points bounds.

Does a rolling operation over properties & attributes along a path

Fuse collinear points on a path

Offset path along a direction

Bevel path points

Resample path points.

Shift path point order inside the dataset.

Create SplineMesh components from paths

Converts a spline into a path.

Create sub-points between existing points

A Create Spline node with per-point controls & tagging abilities.

Compute extra path informations

TBD

Convert paths to clusters.

Prepare points before spawning.

Converts an asset collection to an attribute set.

Sort points using any number of properties and attributes

Create complex partitions from multiple criteria

Proximity-based point pruning and blending.

Compute attribute statistics & unique values

Transfer attribute values to collection tags

Convert point clouds to a single bounding point

Find a point closest to a bound-relative position.

Reverse current points order. Way faster than reverse index sort.

Cherry pick points using their indices.

A node that batche-process individual actions

Cherry pick points using their indices.

Destroys target actors created by the same PCG Component

Get/Set GUID in a wide range of formats

Artificially drive loop subgraph iteration count

Merge points based on shared tags

Keep/Remove tags & attributes using string queries

Filter point collections based on tags & attributes using string queries

Write current point index to an attribute

Refreshes point seeds based on their position.

Filter point dataset by their point count.

Kindda like self-pruning but for collections.

Sample information from the nearest mesh collision

Sample environment using line casting

Wait for PCG Components data to be available and grabs it.

Sample informations from the nearest spline

Sample points within a spherical range

Sample within bounds

Compute overlap statistics between point collections

Nodes that work with textures

Sample points based on edge connections

Conveniently process actors and output data using custom blueprints

Sample target points contained within bounds.

Create parametric shapes out of seed points

Circle, Arc, and more

Combine multiple filters

Combine multiple filters

Filters
There are here to enable ctrl+f
users. You can find all about them in the
Filter Ecosystem section.
Regular Filters
Group multiple filters to set up complex AND/OR branches.

Check if adjacent node meet specific conditions

The Numeric Comparison Filter compares the arithmetic value of an attribute against the closest point from another dataset.

The Numeric Comparison Filter compares the arithmetic value of two attributes

Check if adjacent node meet specific conditions

Compares two string-like attributes against each other.

Check a node’ neighbors count

Performs a simple boolean comparison, converting numeric values to true (> 0) or false (<= 0).

Checks if an attribute value falls within a specified range.

Compares the dot product of two direction vectors against a third value.

Compares the modulo of two attributes against a third operand, with configurable comparisons and tolerance.

Check if the edge direction is within a given range.

Compare the value of an attribute on each of the edge endpoint.

Checks if a point is inside or outside the provided bounds, with options for bounds types and an epsilon adjustment.

Compare distance to closest target against a constant or attribute.

Compare the value of an attribute on each of the edge endpoint.

Checks specific flags in an int64 bitmask attribute with configurable mask types, comparisons, and an option to invert results.

Check a node’ neighbors count

Random filter.

The Mean Value Filter compares per-point values of an attribute against the mean statistical value of that same attribute.

Compares the numeric value at one index against the same attribute at another index.

Compares the string value at one index against the same attribute at another index.

Checks against how a point is included in a spline.

Checks against how a point is included in a path.

Edges Filters
Check if the edge direction is within a given range.

Compare the value of an attribute on each of the edge endpoint.

Compare the value of an attribute on each of the edge endpoint.

Check a node’ neighbors count

Node Filters
Check if adjacent node meet specific conditions

Check if adjacent node meet specific conditions

Check a node’ neighbors count
