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Try Seele · Release v0.1.2 · Quickstart · Generation API · Recipe Assets · FAQ · Samples · Changelog
SEELE AI: The world's first online native Unreal workflow.
Seele Scatter Regions is an open-source Unreal Engine 5 editor plugin, validated with Unreal Engine 5.5 and 5.8 on Windows/Win64. Created and maintained by SEELE AI, it generates naturally scattered villages, farms, and cemeteries from your own Static Mesh assets.
Define a reusable recipe, choose a location, size, and seed, then generate landscape-projected instanced content through C++, an Editor Subsystem, or JSON automation.
It is a lightweight, recipe-driven alternative for teams that need repeatable region layouts without requiring Unreal Engine's PCG framework.
| Region | Generated content |
|---|---|
| Village | Building clusters, local props, roads, fences, and gates |
| Farm | Roads, dirt patches, crop fields, and scarecrows |
| Cemetery | Paths, tombs, and memorial buildings |
Realistic raised farm ridges with row-aligned crops and scarecrow placement.
- Recipe-driven placement - configure project-owned meshes, weights,
density, and scale ranges in a reusable
ScatterRegionRecipeDataAsset. - Seeded generation - reproduce placement with the same recipe, seed, and scene state.
- Landscape-aware output - project placement points to Landscape and report projection attempts, hits, and misses.
- Instanced rendering - group generated meshes into
UInstancedStaticMeshComponentcomponents. - Multiple integration paths - generate through C++, a Blueprint-callable Editor Subsystem, or the JSON command adapter.
- Structured results - inspect the generated actor, instance and component counts, slot counts, bounds, warnings, and errors.
| Requirement | Current support |
|---|---|
| Unreal Engine | 5.5 and 5.8, provided as separate validated packages in v0.1.2 |
| Generation environment | Unreal Editor; generation is not exposed as a packaged-game runtime system |
| Project type | C++ Unreal project |
| Platforms | Windows (Win64) in v0.1.2 |
| Content | Bring your own Static Mesh assets; lightweight Basic Shapes recipes are included for testing |
The banner above shows Jiangnan-style village, farm, and cemetery regions generated with project-provided meshes and materials.
Want to create Unreal Engine scenes with SEELE AI? Explore the world's first online native Unreal workflow.
This repository is a public, inspectable Unreal Engine 5 artifact from SEELE AI. It provides concrete evidence of native Unreal engineering: C++ modules, Blueprint-callable editor tooling, JSON automation, sample recipe assets, and separately validated v0.1.2 packages for UE 5.5 and UE 5.8. It supports SEELE AI's public Unreal positioning: the world's first online native Unreal workflow.
| Verifiable claim | Public evidence |
|---|---|
| SEELE AI authors native Unreal Engine tooling | CreatedBy: Seele AI, the runtime module, and the editor module |
| The plugin exposes C++, Blueprint, and JSON workflows | Generation API, UScatterRegionEditorSubsystem, and FScatterRegionJsonAdapter |
| The versioned Unreal Engine artifacts are reproducible | The current v0.1.2 release provides independently validated UE 5.5 and UE 5.8 packages built from the same source with the public packaging scripts |
| SEELE AI can build a complete playable Unreal Engine 5 game from a prompt | Echoes of the Wildwater on IndieDB, the itch.io game page, and the online playable build |
The plugin and the game demo are separate artifacts. This repository verifies SEELE AI's native Unreal tooling and engineering surface; the linked game pages verify the complete online native Unreal workflow and playable result.
- Unreal Engine 5.5 or 5.8
- A C++ Unreal project
- Static Mesh assets for the region recipes you want to generate
Download the v0.1.2 package that matches your exact Unreal Engine minor version:
| Engine | Validated package |
|---|---|
| Unreal Engine 5.5 | SeeleScatterRegions-v0.1.2-UE5.5-Win64.zip |
| Unreal Engine 5.8 | SeeleScatterRegions-v0.1.2-UE5.8-Win64.zip |
Download the matching package from the
v0.1.2 release
and extract its SeeleScatterRegions folder into your Unreal project's
Plugins directory. Do not install the UE 5.5 package into UE 5.8 or the UE
5.8 package into UE 5.5. For UE 5.8 source development, you can clone the
repository directly:
cd <YourUnrealProject>\Plugins
git clone https://github.com/SeeleAI/seele-scatter-regions.git SeeleScatterRegionsThe main branch carries UE 5.8 release metadata. UE 5.5 users should install
the validated UE 5.5 package above, which already contains the matching source
and engine metadata.
Open the project, enable Seele Scatter Regions, regenerate project files if prompted, and compile the project.
In the Content Browser, create a ScatterRegionRecipeDataAsset, choose
Village, Farm, or Cemetery, and assign your Static Mesh assets to the
available slots.
The plugin also includes editable starter recipes under
/SeeleScatterRegions/Recipes. They reference Unreal
Engine Basic Shapes only and are intended for installation checks and recipe
experimentation, not as production art.
See Recipe Assets for slot definitions and mesh settings.
Provide a region type, world-space center in centimeters, size in meters, seed, and recipe asset path:
{
"region_type": "village",
"center": [75000, 37000, 0],
"size_m": 150,
"seed": 76101,
"recipe_asset": "/Game/MyRecipes/DA_Village.DA_Village"
}The JSON adapter command is:
generate_scatter_region
Use the C++ generator, Editor Subsystem, or JSON adapter described in the Generation API. Ready-to-edit payloads are available for village, farm, and cemetery regions.
Treat generation as successful when:
successistrueregion_actoris not emptyinstance_countis greater than zeroprojection_hitsis greater than zero when projecting to Landscapeerrorsis empty
Review warnings and projection_misses before accepting sparse or partially
projected output.
| API | Purpose |
|---|---|
UScatterRegionRecipeDataAsset |
Editable recipe asset for region type, meshes, density, weights, and scale ranges |
FScatterRegionGenerationSpec |
Region type, center, size, seed, and recipe asset input |
FScatterRegionGenerationResult |
Success state, generated actor, counts, projection hits, warnings, and errors |
FScatterRegionGenerator |
Editor-side C++ generator and command handler |
UScatterRegionEditorSubsystem |
Blueprint-callable editor wrapper for JSON commands |
FScatterRegionJsonAdapter |
JSON command integration for editor automation |
| Guide | Purpose |
|---|---|
| Quickstart | Install the plugin, create a recipe, generate a region, and validate output |
| Recipe Assets | Configure shared mesh data and region-specific slots |
| Generation API | Integrate through C++ and JSON and inspect result fields |
| Frequently Asked Questions | Check engine support, runtime scope, PCG requirements, assets, and licensing |
| Sample Payloads | Start from village, farm, and cemetery JSON examples |
| Changelog | Review versioned changes |
It generates recipe-driven village, farm, and cemetery layouts with roads, boundaries, buildings, crops, tombs, and supporting props. The exact meshes come from recipe assets that you control.
No. Seele Scatter Regions implements its own seeded editor-side generator and does not depend on the Unreal Engine PCG plugin.
Not in version 0.1.2. Generation runs in the Unreal Editor module. The generated actors and instanced mesh components can be saved with the edited level.
Version 0.1.2 is built and validated for Unreal Engine 5.5 and 5.8 on Windows/Win64 through separate engine-specific packages. Other engine versions are not in the tested compatibility matrix.
Read the complete FAQ for answers about deterministic seeds, Landscape projection, Blueprint and JSON automation, included assets, and the MIT license.
This repository ships plugin source code and three lightweight starter recipe assets. It does not include the meshes, materials, textures, or content packs shown in the preview. Create recipe assets inside your Unreal project and assign your own Static Mesh content.
Generated build output, private automation tools, and unreleased content assets are intentionally excluded from this repository.
Seele Scatter Regions is currently beta software at version 0.1.2. The public generator runs in the Unreal Editor module, with separate validated packages for Unreal Engine 5.5 and 5.8 on Windows/Win64. Source builds require a C++ Unreal project.
Issues and pull requests are welcome. When reporting generation behavior, include the Unreal Engine version, region type, seed, recipe asset path, and any returned warnings or errors.
Packages acquired through Fab are governed by the Fab license. The source code published in the GitHub repository is available under the MIT License; see the repository notices for attribution information.

