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.
Open-source Unreal Engine 5.5 editor plugin
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.
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.

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.
Inspect success, actor and instance counts, Landscape projection hits, warnings, misses, and errors before accepting the result.
Configure meshes, weights, density, and scale ranges in reusable ScatterRegionRecipeDataAsset assets.
Repeat a layout when recipe, seed, input specification, and relevant scene state remain the same.
Project candidate locations onto Landscape and inspect projection attempts, hits, and misses.
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.
Building clusters, local props, roads, fences, and gates based on the active recipe.
Roads, dirt patches, crop fields, and scarecrow placements using project-owned content.
Paths, tombs, and memorial buildings arranged from the cemetery recipe.
Success state, generated actor, counts, projection results, warnings, and errors for the requested region.
Read the English or Chinese README, quickstart, generation API, recipes, FAQ, samples, changelog, and MIT license.
Open GitHub repositoryCompare the repository with other public projects listed under the Unreal Engine plugin topic.
Browse GitHub topicUse the linked Discord thread for realtime discussion; use GitHub Issues for durable bug reports and reproducible evidence.
Open Discord channelIt 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.
Not in version 0.1.0. Generation runs in the Unreal Editor; generated actors and instanced components can be saved with the level.
Yes. Recipes reference Static Mesh assets that your project owns; the public repository includes only lightweight test recipes.
Use the C++ generator, Blueprint-callable Editor Subsystem, or JSON command adapter documented in the repository.
The public plugin source is released under the MIT License.
Use the plugin for repeatable editor-side placement and the SEELE AI Unreal workflow for upstream scene, mechanic, and review planning.