Do you want to create dynamic procedural C stack like this? Then stay with us. In this tutorial, we are going to create something similar to these sea stacks from in the water and near the shorelines using Gaia and Unreal. So let's start from the beginning. First in Gaia I create a simple gradient. After adjusting the scale we use adjust node and using the clamp option flatten the upper part. Next, we can use a note like slope blur and add some pearling noise to create nice surface details. You can select the slope blur node and press F to preview its result. Then you can adjust the ping noise settings as desired. Next, you can add another blur node to get a smoother surface. Try not to push the details intensity too much so the result stays natural. You can also use nose like erosion to create a more detailed surface. Finally, you can add an adjust node and mark it for export. Set the format to PNG 16. Choose your export location. And now you have a file like this. In Unreal, you'll need the landscape patch plugin and the plugins related to PCG. Now go to landscape mode and create a simple landscape. After that import your after importing your height texture into Unreal, open it and set the conversion to grayscale in the setting. Now we need a blue. After creating it, add a landscape texture patch. Then create a spline. Next, we assign a tag to them. Try to match the size of your spline with your texture patch so that when you import it into the scene, they align correctly. Now set the source mode of the texture patch to texture asset and you can assign your height map to it. You can also adjust the encoding setting. So it's closer to a readyto use default. Now if we place it into the scene, as you can see, we can create the desired CS stack. Next in PCG we can add get spline data. Set the mode to all board actors and set our tag. And by adding a spline sampler we can generate our points. to make sure The points are properly placed on our CS tag. We can project them. For this, we add a get a landscape data and use projection. Now everything is ready. We can adjust the number of points using the spline sampler setting and even scale them. We can also use density noise and density filter to control and reduce the disturbation and then use transform points to add variation to them. You can also add a static mesh spawner to assign any mesh to our surface. And you can use this blind sampler setting to create a filtered area around our CS stack. Another advantage of this method is that we can duplicate this blueprint and assign a different texture to it, allowing us to have multiple variations. Then you can create any scene you want using this CSX Thanks for watching. If you enjoyed the video, please support the channel by liking, subscribing, and sharing.