Seele Scatter Regions

Seele Scatter Regions is an open-source Unreal Engine 5.5 editor plugin for seeded villages, farms, and cemeteries using your own Static Mesh recipes.

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Start with free starter credits

From idea to community

A thought becomes a world to play.

Shape an idea, make it playable, and share it with the people who will play.

  1. The spark
    A bright spark representing the start of a game idea

    Start with an idea

    Start with a spark, a world, or a what-if worth exploring.

  2. Put it into words
    A prompt being written to describe a game idea

    Describe the experience

    Turn the idea into a prompt with a player, a goal, and a core loop.

  3. Build the pieces
    Game components assembled into a playable world

    Shape the world

    Shape the characters, environments, and systems that make it playable.

  4. Bring it together

    The game could not be loaded.

    Make it playable

    Try the game, tune the experience, and get it ready to share.

  5. Pass it around

    Share with players

    Invite others to explore the world you made.

Examples

Start with a playable direction.

Start with a direction that resembles your project, then change the mechanics, look, or audience before you build further.

How to use Seele Scatter Regions

Give a Seele Scatter Regions enough context to make the result specific, then test the part that matters to your project.

  1. 01

    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. 02

    2. Create or edit a recipe

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

  3. 03

    3. Set the region specification

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

Why use it

Make the next decision with something real.

Focus on the parts of the idea that need a concrete result before the next decision.

Recipe-driven placement

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

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Seeded generation

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

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Landscape projection

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

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Audience and purpose

You define who the experience serves and what a successful result needs to do.

Choose what comes next

Keep the important decisions yours.

The page can organize a proposal, but people still decide what is accurate, original, usable, and ready for the next stage.

Audience and purpose

You define who the experience serves and what a successful result needs to do.

Quality and continuity

You check factual fit, originality, continuity, accessibility, and whether the pieces work together.

Production and release

You decide what is ready for implementation, sharing, publishing, or another round of work.

Who it is for

Who is a Seele Scatter Regions for?

developers, technical artists, and prototype owners can use this page to make one project decision easier to test before a larger build or launch.

  • 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.

A clearer first move

Seele Scatter Regions compared with a blank first pass

A useful first result gives the next decision something concrete to react to, without hiding the work that still needs human ownership.

What changes
Seele Scatter Regions
Starting from scratch
Starting point
A focused Seele Scatter Regions prompt
A blank project and an open-ended task
First review
A concrete result to inspect
A plan before there is something to try
Scope
One audience, output, and constraint
Many decisions made at once

SEELE AI on YouTube

See SEELE AI in action

Reviews, walkthroughs, and games made with SEELE AI by creators on YouTube.

FAQ

Questions about Seele Scatter Regions

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.

Try Seele Scatter Regions

Describe the job, test one version, and decide what to do next inside SEELE AI.

Start creating