Electric Dreams Environment

Explore the Electric Dreams Environment featuring the Procedural Content Generation framework, Substrate, and the latest physics developments.

Electric Dreams Environment

In the Electric Dreams Environment Sample Project, you can explore the environment demonstrated during the State of Unreal keynote at the 2023 Game Developers Conference. This demo offered a first look at several new, experimental features available in Unreal Engine 5.2, including:

This demo also showcases several existing Unreal Engine 5 features, such as:

This environment sample is a learning resource to help you understand how the Electric Dreams world was built by incorporating both traditional and procedural workflows directly within Unreal Engine using the Procedural Content Generation framework. You can also explore other Unreal Engine features such as Substrate through the Opal Material example, Audio, Fluid Simulation Content, and more.


You can download the Electric Dreams Environment sample project from the Samples tab of the Epic Games Launcher or from the Unreal Engine Marketplace.

Recommended System Specs

The Electric Dreams Environment sample is a graphically intensive project that requires a powerful video card to run at a stable framerate. We recommend that you install this project on a solid-state drive (SSD). Nanite and Virtual Textures depend on fast read speeds for the best possible performance.

The recommended hardware specifications are as follows:

Recommended System Specs

Minimum System Specs

  • 12-core CPU at 3.4 GHz

  • 64 GB of system RAM

  • GeForce RTX 3080 (equivalent or higher)

  • At least 10 GB VRAM

  • 8-core CPU at 3.6 GHz

  • 32 GB of system RAM

  • GeForce RTX 2080 (equivalent or higher)

  • At least 8 GB VRAM

The Electric Dreams Environment sample requires DirectX 12 support and up-to-date graphics drivers.

On lower spec systems, you can adjust the resolution and the viewport screen percentage setting to get better performance. On the minimum spec, we recommend a resolution of 1080p with 50% screen percentage for the larger environments. You can set this in the Viewport Options Menu located in the upper-left corner of your editor viewport using the Screen Percentage slider.

Change screen percentage in viewport options menu.

Alternatively, you can use the console command r.ScreenPercentage to set this value at runtime. For example, r.ScreenPercentage 50 sets the screen percentage to 50%.

When you open the Electric Dreams Environment sample, you are placed in the Startup level. The Startup level provides on-screen information for how to use this sample project as well as the sample's recommended system requirements.

The Electric Dreams Environment sample includes several levels. To open one of these levels, find the Content Browser and navigate to Content > Levels.


The levels available in the Electric Dreams Environment sample are listed below in the following table:

Level Name



This level is the full Electric Dreams environment. This level includes both hand-crafted and procedural areas created with the PCG Framework. It also includes:

  • Soundscape procedural ambient sounds

  • Fluid simulation puddle

  • Substrate shader ball

  • Demo Sequences

Resource Needs: This level is a resource intensive, 4 kilometer by 4 kilometer World Partition level with steaming disabled.

Content File Path: /Game/Levels/ElectricDreams_Env


This level is a procedural-only version of the Electric Dreams environment.

Resource Needs: This level is a resource intensive, 4 kilometer by 4 kilometer World Partition level with streaming disabled.

Content File Path: /Game/Levels/PCG/ElectricDreams_PCG


This level is a smaller extract from the ElectricDreams_PCG level. This level only contains the procedural river bed and creek area, as well as the large cliff structure.

Resource Needs: This level is resource friendly.

Content File Path: /Game/Levels/PCG/ElectricDreams_PCGCloseRange


This breakdown level contains the large cliff structure dropped into the world during the GDC demo with all Assemblies used to build it.

Content File Path: /Game/Levels/PCG/Breakdown_Levels/ElectricDreams_PCGLargeAssembly


This breakdown level contains the ditch embankment wall rule applied to an open spline with all Assemblies used to build it.

Content File Path: /Game/Levels/PCG/Breakdown_Levels/ElectricDreams_PCGDitchAssembly


This breakdown level contains the parametrized PCG forest over a small landscape patch.

Content File Path: /Game/Levels/PCG/Breakdown_Levels/ElectricDreams_PCGForest


This example shows how to leverage a single Assembly onto a procedurally generated path by augmenting the original Assembly through PCG Graph logic.

Content File Path: /Game/Levels/PCG/Breakdown_Levels/ElectricDreams_PCGSplineExample

You can interact with all of the PCG tools present in every level listed above in the following ways:

  • Live in the Unreal Editor.

  • During Play-in-Editor (PIE).

  • Individually through the Content Browser in Content > PCG > Graphs.

Additional Text description actors are scattered throughout the main areas within the world as quick reference guides for things to look for.

Text description actor in the world.

Electric Dreams In-Game Controls

Drone Controls

Drone controls are available in PIE and cooked builds for every level within this sample. The following table provides an overview of the drone controls:

Drone Action


Keyboard and Mouse

Move Forward

Left Joystick


Move Backward

Left Joystick


Move Left

Left Joystick


Move Right

Left Joystick



Right Joystick

Mouse Move

Altitude Up (Ascend)

Right Trigger


Altitude Down (Descend)

Left Trigger


Speed Up

Right Bumper


Slow Down

Left Bumper


Sequence Shortcuts

The Electric Dreams GDC demo sequences are available when exploring the ElectricDreams_Env level. These sequences can be triggered using the following keyboard shortcuts:

Sequence Action



Shift + C

PCG Mid Range

Shift + V

PCG Long Range

Shift + B

Stop Playing Sequence


Procedural Content Generation in Electric Dreams

Learn more about how the Electric Dreams Environment sample project incorporates traditional and procedural workflows together in Unreal Engine.

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