Open-source Unreal Engine 5.5 editor plugin

Seele Scatter Regions

Seele Scatter Regions generates naturally scattered villages, farms, and cemeteries from project-owned Static Mesh recipes. Choose a location, size, and seed, then produce Landscape-projected instanced content in the Unreal Editor.

Direct answer

Use this MIT-licensed beta plugin when a UE5.5 C++ project needs repeatable region layouts without depending on Unreal Engine PCG. It supports C++, a Blueprint-callable Editor Subsystem, and JSON automation.

Seele Scatter Regions UE5 plugin banner and public API overview for procedural villages farms and cemeteries
Play the 29-second verified plugin overview. The MP4 downloads only after playback begins.

Quick start: generate a repeatable region

1. Install in a C++ UE5.5 project

Clone the repository into the project Plugins directory, enable Seele Scatter Regions, regenerate project files if prompted, and compile.

2. Create or edit a recipe

Choose Village, Farm, or Cemetery and assign project-owned meshes, weights, density, and scale ranges.

3. Set the region specification

Provide region type, world-space center, size in meters, seed, and the recipe asset path.

4. Generate and validate

Inspect success, actor and instance counts, Landscape projection hits, warnings, misses, and errors before accepting the result.

What the plugin exposes

Recipe-driven placement

Configure meshes, weights, density, and scale ranges in reusable ScatterRegionRecipeDataAsset assets.

Seeded generation

Repeat a layout when recipe, seed, input specification, and relevant scene state remain the same.

Landscape projection

Project candidate locations onto Landscape and inspect projection attempts, hits, and misses.

Instanced rendering

Group generated meshes into UInstancedStaticMeshComponent output for editor-authored regions.

Three integration paths

Call the editor generator through C++, the Blueprint-callable Editor Subsystem, or the JSON adapter.

Structured results

Review generated actor, instance, component, slot, bounds, warning, and error fields.

Current region outputs

Village

Building clusters, local props, roads, fences, and gates based on the active recipe.

Farm

Roads, dirt patches, crop fields, and scarecrow placements using project-owned content.

Cemetery

Paths, tombs, and memorial buildings arranged from the cemetery recipe.

Validation record

Success state, generated actor, counts, projection results, warnings, and errors for the requested region.

Source, discovery, and community

Repository and documentation

Read the English or Chinese README, quickstart, generation API, recipes, FAQ, samples, changelog, and MIT license.

Open GitHub repository

Unreal plugin discovery

Compare the repository with other public projects listed under the Unreal Engine plugin topic.

Browse GitHub topic

Community discussion

Use the linked Discord thread for realtime discussion; use GitHub Issues for durable bug reports and reproducible evidence.

Open Discord channel

Compatibility and promise boundary

Best fit

  • Unreal Engine 5.5 C++ editor projects
  • Repeatable village, farm, or cemetery layouts
  • Teams bringing their own Static Mesh content
  • C++, Blueprint, or JSON editor automation

Still needs human review

  • Version 0.1.0 does not generate at packaged-game runtime
  • Other Unreal versions are outside the validated matrix
  • Preview meshes and materials are not bundled
  • Composition, collision, navigation, performance, and rights remain project responsibilities

Seele Scatter Regions FAQ

What does Seele Scatter Regions generate?

It generates recipe-driven village, farm, and cemetery layouts with project-owned meshes, roads, boundaries, fields, tombs, and supporting props.

Which Unreal Engine version is supported?

Version 0.1.0 is built and validated for Unreal Engine 5.5 in a C++ project.

Does the plugin require Unreal Engine PCG?

No. It uses its own seeded editor-side generator and does not depend on the Unreal Engine PCG plugin.

Can it generate regions at game runtime?

Not in version 0.1.0. Generation runs in the Unreal Editor; generated actors and instanced components can be saved with the level.

Can I use my own meshes?

Yes. Recipes reference Static Mesh assets that your project owns; the public repository includes only lightweight test recipes.

How can automation call the plugin?

Use the C++ generator, Blueprint-callable Editor Subsystem, or JSON command adapter documented in the repository.

What license does the plugin use?

The public plugin source is released under the MIT License.

Build the region, then prove the playable loop

Use the plugin for repeatable editor-side placement and the SEELE AI Unreal workflow for upstream scene, mechanic, and review planning.