> For the complete documentation index, see [llms.txt](https://hiveminddocs.gitbook.io/hivemind/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hiveminddocs.gitbook.io/hivemind/environments/modular-castle-and-dungeon/documentation.md).

# Documentation

## <mark style="color:blue;">Required Settings (Please apply these</mark> <mark style="color:orange;">3</mark> <mark style="color:blue;">changes)</mark>

### <mark style="color:orange;">1)</mark> Please enable the following plugins:

* PCG
* PCG External Data Interop
* PCG Geometry Script Interop
* Volumetrics

### <mark style="color:orange;">2)</mark> **Please enable "Enable virtual texture support" in your project settings**

### <mark style="color:orange;">3)</mark> Collision & Walkable Slope Angle

Please change the “Walkable Slope Angle” to 60. This setting can be found in your character’s “Character Movement” component on the left hand side of the screen.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdgJuUYNraUwYAx6yDg-yuQ3hidZKPcs2dk-ygnaNL5Y17nJEvBS4iPtRS0ZngZ-8G1Octyi2MCUkGys0CFdmYexTA1W-4wzBsBCTaG7wME6F-2ATGnBIT-lLbuBObMjtSJE_Bikz_eDz69eXnqnwsIDIdD5s3T5sQ?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

Almost all meshes use simple collisions by default to preserve CPU resources, if you are having any collision issues with a certain mesh please enable the “Use complex collision as simple”

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeI0DgCt0X2mA233ViKhR5mlKKDIVKkiM1SqKT1GeDiylfgzAGMNv_TnsZavnXnmOXyKWc9MB9NUUIBCleXO1tfChw_9SlgbdEvkovLQH2c1Chc_0qQGLMwGVWZPGXuSZlqHfQiIQ-IHtabsDivISqVKi5GRZd8xg?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption><p>Build Project Note</p></figcaption></figure>

### Build/Cook

{% hint style="info" %}
Before building a project please enable the “Enable Streaming” tick box in world settings (Otherwise the landscape won’t be included in a cooked project)
{% endhint %}

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcpogwVvhXmm57R01iPgEdwzq7gKJaTMrfu3Kd_px5NkeQJt-EL-vmHnAWrUlRCnRbvdx9TO4pcx3kCrJazfi__kSmim3EwLRS6b3S_tH5iLSY0P4uvPLhuaolHpWuy8SkJPStWi3o114PDm_fOuBwZYS2NA59Zb6s?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

***

## <mark style="color:blue;">Additional Information</mark>

### Light scenario

{% hint style="info" %}
To swap between the day/night lighting scenes please navigate to the light scenario Levelinstance in the world outliner and select the desired scenario as indicated in the image above.
{% endhint %}

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeOMPH1Fs50KObkFPAdi_cZCzzE3WxEKDV1-KksxCORUSr5jSB3PcHPSHmWZO8t2jfjMTiSstKqGusgewmRKyZkUpDUDHxq2P25arbUGc_0G_5UzOI7OSXNlLJD2bAE9kSOgtoVUucqTXk7qk_0sJobM6IKygMo2Ko?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

### Rock and Grass generator

#### BP\_PDG\_Wall

You can select any Packed Level Actor and stones and grass will be generated around it

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfcYwmQP0SMTo8zB6KfN7TltTBBkPru8yspT3KvFbHOkqe6bodh9pjB9EGW5WD7JNj7km2XWHY6OVINNZYplBFlQgUYTeIx6Wh9MBz7FLlB06fuaHT_4pwc6YLcXJBiYQCWb4lHcIP21K-8WZ8kW9WU8TGxvY6glVfgo2RRo2n4MiM?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/M9Lq1I5s4X9O2KBydHbs" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXclMHjy71nqzyEerZOx2PNaz_O_rOvoIWRv_IujDaC_qiA2KSBsBZpXPOyNl6pY8zuK4jK5BaBmz3RL1gXBWMPOp6-rN25Lgox46601unUGI6gjibbzDe26mmFRcEpbDD-jhaqSxtrsFoMeXdl9cDM0zawuzanSBwFx7pgMPRGpVTiZ?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Also you can scale Bound box to change scattering distance.

\* Try to use overly complex packed levels for the Packed Level Actor

\*\* Packed Level Actor does not work with decals and lights
{% endhint %}

#### BP\_PDG\_CustomMesh

<figure><img src="/files/aAQ0As7IIF05IBqWEUN2" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXedxHgMVpLKrutmMvijioQxEpatmmkxxjiGsQq1YiGq_LHZ4VidwA7sDlnPzEkZplvP47h97zgNP63NiDC6j49iWUDMVylafIahGRYyE5weZcQDppwHTrCfqZV0ny1ncwg96-64l747HizNKJL8cLnBSXb7037IxpLs1NV1s96QDMnq?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can select any Static Mesh and rocks and grass will be generated around it, scattering generated by Bounding Box
{% endhint %}

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe0F7piJQc6WQmeZWTwVVThlxzxxAbIrWgCBcaIt8_IW7NnvRoGT05QcgGQINPGu1S4xyojrWkHVDJrKBY-3r57lUY1WueYn0Ue9EbvQTkQLmVutbKiGrlpwJ9PB6HfjjcHMg3UcABMRk8KiCnQHUcWziCAjfEQj7uAy4bYrHHxidD-?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can change Distance and BBox in PCG Settings
{% endhint %}

### BrickStoneWall Material

For each BrickStoneWall material added Custom Primitive Data settings to control VC layer blending&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc1iIwxUhvLaDAB20WCgqFZ_33wBUsX3bXqC59e4WGpqb5IJiKYrKs2yC7y8ptoBAjfuzI1Y4cOfU4yTCWrdkzQhRUI9h8zjtf4jNcGPthjvZsopaG01QqbNwKaA6mYvN2oEOBIsu7g8AeWRRh6j80XNCIf36VIWOOaT9jH-Cz94VUM?key=0W27n0TkzJVwWPnulidPNWs7" alt=""><figcaption></figcaption></figure>


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