Procedural Tree Pipeline | Geometry Nodes to Unreal Engine 5
This project documents the development of a semi-procedural tree generation pipeline created in Blender using Geometry Nodes and tested in Unreal Engine 5.
The system generates the main branch structure procedurally and creates a hierarchy suitable for automatic rig generation. Additional tools were developed to support skeletal setup, branch animation workflows and efficient export to Unreal Engine.
Current features include:
• Procedural branch generation
• Procedural leaf distribution
• Automatic rig creation support
• Randomized dead branch sections
• Skeletal animation workflow
• Unreal Engine 5 integration
• PCG-based distribution
• Automatic LOD generation
The current validation asset contains approximately 269k triangles and 2300 bones. While intentionally dense for testing purposes, the pipeline is being further developed with a focus on skeleton reduction, improved LOD generation and overall runtime optimization.
The long-term goal is to create a scalable workflow capable of producing multiple tree variants for both realtime and cinematic environments while minimizing manual production work.
Software used:
Blender (Geometry Nodes)
Unreal Engine 5
fully functional generation module capable of building a wide range of tree variations from a reusable library of trunks, branches, twigs, and leaf cards.
Realtime UE5 test of procedurally generated, rigged and animated trees distributed through PCG.