Recipe-driven placement
Configure meshes, weights, density, and scale ranges in reusable ScatterRegionRecipeDataAsset assets.
Try it nowSeele Scatter Regions is an open-source Unreal Engine 5.5 editor plugin for seeded villages, farms, and cemeteries using your own Static Mesh recipes.
Start with free starter credits
Shape an idea, make it playable, and share it with the people who will play.

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

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

Shape the characters, environments, and systems that make it playable.
Try the game, tune the experience, and get it ready to share.
Invite others to explore the world you made.
Examples
Start with a direction that resembles your project, then change the mechanics, look, or audience before you build further.
AdventureAdventure GamePlay game ↗
ShooterWarcom: Neon BreachPlay game ↗
ActionOld Gods RunPlay game ↗
CasualCaution! Egg on the Car RoofPlay game ↗
RunnerNeon Night Rush: Barrier DashPlay game ↗
PuzzleMuseum ExhibitionPlay game ↗
SimulationMilky Way Idle 3DPlay game ↗
CasualSnowfall & Starry GiftsPlay game ↗
RPGCrownfall-The-Three-Realms-CoverPlay game ↗
SimulationFLYING CARPlay game ↗Give a Seele Scatter Regions enough context to make the result specific, then test the part that matters to your project.
Clone the repository into the project Plugins directory, enable Seele Scatter Regions, regenerate project files if prompted, and compile.
Choose Village, Farm, or Cemetery and assign project-owned meshes, weights, density, and scale ranges.
Provide region type, world-space center, size in meters, seed, and the recipe asset path.
Why use it
Focus on the parts of the idea that need a concrete result before the next decision.
Configure meshes, weights, density, and scale ranges in reusable ScatterRegionRecipeDataAsset assets.
Try it nowRepeat a layout when recipe, seed, input specification, and relevant scene state remain the same.
Try it nowProject candidate locations onto Landscape and inspect projection attempts, hits, and misses.
Try it nowYou define who the experience serves and what a successful result needs to do.
Choose what comes next
The page can organize a proposal, but people still decide what is accurate, original, usable, and ready for the next stage.
You define who the experience serves and what a successful result needs to do.
You check factual fit, originality, continuity, accessibility, and whether the pieces work together.
You decide what is ready for implementation, sharing, publishing, or another round of work.
Who it is 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.
Group generated meshes into UInstancedStaticMeshComponent output for editor-authored regions.
Call the editor generator through C++, the Blueprint-callable Editor Subsystem, or the JSON adapter.
Review generated actor, instance, component, slot, bounds, warning, and error fields.
A clearer first move
A useful first result gives the next decision something concrete to react to, without hiding the work that still needs human ownership.
FAQ
It generates recipe-driven village, farm, and cemetery layouts with project-owned meshes, roads, boundaries, fields, tombs, and supporting props.
Version 0.1.0 is built and validated for Unreal Engine 5.5 in a C++ project.
No. It uses its own seeded editor-side generator and does not depend on the Unreal Engine PCG plugin.
Describe the job, test one version, and decide what to do next inside SEELE AI.
Start creating