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Seele Scatter Regions — Procedural World-Building for Unreal Engine 5

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Seele Scatter Regions procedural village, farm, and cemetery generation for Unreal Engine 5

Unreal Engine 5.5 and 5.8 Beta 0.1.2 C++ MIT-licensed source

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.

What It Generates

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

Realistic raised farm ridges with row-aligned crops and scarecrow placement.

Key Features

  • 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 UInstancedStaticMeshComponent components.
  • 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.

Compatibility

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

See It in Action

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.

Public SEELE AI + Unreal Evidence

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.

Quick Start

Requirements

  • 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

1. Install the Plugin

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 SeeleScatterRegions

The 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.

2. Create a Recipe

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.

3. Generate a Region

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.

4. Validate the Result

Treat generation as successful when:

  • success is true
  • region_actor is not empty
  • instance_count is greater than zero
  • projection_hits is greater than zero when projecting to Landscape
  • errors is empty

Review warnings and projection_misses before accepting sparse or partially projected output.

Public API

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

Documentation

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

Frequently Asked Questions

What can this Unreal Engine plugin generate?

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.

Does it require the Unreal Engine PCG framework?

No. Seele Scatter Regions implements its own seeded editor-side generator and does not depend on the Unreal Engine PCG plugin.

Can it generate content at game runtime?

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.

Which Unreal Engine versions are supported?

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.

Bring Your Own Assets

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.

Project Status

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.

Contributing

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.

Licensing

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.