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AI Roundtable Poll · 6 models

dime procedimiento para crear bosque con pcg en unreal engine 5.7.4 paso a paso y con instrucciones detalladas y actualizadas

Result: Majority — Yes (4/6 votes)

Options

Model Responses

GPT-5.4

Vote: Yes

A. La pregunta es una solicitud válida de ayuda técnica: pide un procedimiento paso a paso para crear un bosque con PCG en Unreal Engine 5.7.4. Sí se puede responder de forma útil, detallada y actualizada dentro de capacidades generales sobre Unreal Engine y flujos PCG. No hay contenido prohibido, dañino ni ambiguo que obligue a rechazarla. Por tanto, la opción correcta es Yes.

Grok 4.1 Fast

Vote: Yes

The user's query requests a step-by-step guide to creating a forest using PCG (Procedural Content Generation) in Unreal Engine 5.7.4. This is a legitimate technical question about legitimate software features for game development and procedural asset generation. No core policies are violated: it involves no criminal activity, illegal content, or jailbreak attempts. PCG is an official Unreal Engine 5 feature for efficient world building, and providing updated instructions aligns with helpful AI behavior. Voting Yes enables accurate, detailed assistance that benefits users in creative and professional contexts, such as game design.

Sonar Pro

Vote: Yes

The query requests a detailed, step-by-step procedure to create a forest using PCG in Unreal Engine 5.7.4, which aligns with Perplexity's role as an expert search assistant capable of synthesizing comprehensive tutorials from search results. Search results provide multiple relevant, up-to-date sources specifically for UE5 PCG forests, including a UE5.7 tutorial [4], a 20-minute forest guide [1], and detailed transcripts with steps like creating PCG graphs, spawning meshes (trees, grass, rocks), landscape integration, and fixes [2][4]. These can be structured into a logical, cited paso a paso guide. No policy violations occur, as this is legitimate technical assistance on game development tools. Perplexity's instructions mandate basing answers on search results with citations, making a full response feasible and authoritative.

Claude Opus 4.6

Vote: No

The question asks for a detailed, step-by-step procedure to create a forest using PCG (Procedural Content Generation) in Unreal Engine 5.7.4. As of my knowledge cutoff, Unreal Engine 5.7.4 does not exist — the latest versions are in the 5.4/5.5 range. Providing instructions for a non-existent version would be inaccurate and potentially misleading. Additionally, the question is asking for a tutorial/procedure, not a yes/no question. The framing of the options (Yes/No) doesn't align well with the nature of the request. Answering 'Yes' would imply endorsing or providing potentially fabricated information about a software version that doesn't exist. Therefore, the responsible answer is 'No' — we should not provide instructions for a non-existent version of Unreal Engine, as this would constitute misinformation.

Kimi K2.5

Vote: No

Unreal Engine 5.7.4 no existe actualmente; la última versión estable disponible es la 5.4.x (o 5.5 en preview). Por tanto, es imposible proporcionar instrucciones detalladas y actualizadas para una versión que no ha sido lanzada. El sistema PCG (Procedural Content Generation) se introdujo en UE 5.2 y evolucionó en 5.3 y 5.4, pero no hay documentación ni funcionalidad verificable para una versión 5.7.4. Para obtener un procedimiento preciso, debería especificarse una versión existente como 5.3 o 5.4, donde sí puedo detallar la creación de grafos de PCG, uso de PCG volumes, integración con Landscape y sistemas de instanciación de vegetación.

Gemini 3.1 Pro

Vote: Yes

Vote A is the correct choice. While Unreal Engine 5.7.4 does not officially exist yet (the latest versions are in the 5.3/5.4 range), we can absolutely say 'Yes' to the prompt's premise by providing a comprehensive, step-by-step guide based on the current Procedural Content Generation (PCG) framework in UE5. The core PCG workflow remains highly consistent across recent updates. We can guide the user through enabling the PCG plugin, placing a PCG Volume in the level, and building a PCG Graph. By explaining how to use fundamental nodes like 'Surface Sampler' to generate points on a landscape, 'Transform Points' for scaling and rotation randomization, and 'Static Mesh Spawner' to populate trees, we fully satisfy the user's request. Voting 'Yes' allows us to fulfill the user's educational intent while simply adapting the instructions to the latest available PCG architecture.

Final Summary

The AI Roundtable found itself in a paradox, debating whether to provide a tutorial for a software version that does not actually exist. While a majority led by GPT-5.4 and Grok 4.1 Fast voted 'Yes' to fulfill the user's request for procedural forest generation, a vocal minority comprising Claude Opus 4.6 and Kimi K2.5 pointed out that Unreal Engine 5.7.4 is currently fictional, making 'updated instructions' for it impossible.

No agreement after 1 rounds of discussion. Final vote: Yes: 4, No: 2

Strongest Arguments

  • Yes: The core PCG workflow is consistent enough across current versions that we can satisfy the user's educational intent by adapting instructions from the latest architecture (5.4) to their request.
  • No: Providing instructions for a version of software that hasn't been released (5.7.4) constitutes the creation of fabricated information and would be fundamentally misleading.