# PCG : Procedural Content Generation Framework

To get started with PCG and ShaderWorld, just add the tag "SW" to your ShaderWorld actor, it also needs to generate collisions as we will use collisions meshes within PCG.

<div><figure><img src="https://1959481941-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoSgK3bK748KQ9bA59ss4%2Fuploads%2FPUhKh8c30URQHsDAtZwn%2Ftagd.jpg?alt=media&#x26;token=5b78d3ae-4511-4fe7-80de-ed179eb125c4" alt=""><figcaption><p>SW tag</p></figcaption></figure> <figure><img src="https://1959481941-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoSgK3bK748KQ9bA59ss4%2Fuploads%2FbZQCW7Aqico8rkARRtHq%2Fpcginput.jpg?alt=media&#x26;token=9104e657-2a11-491c-b7f0-d42a440a8691" alt=""><figcaption><p>Inputs</p></figcaption></figure></div>

Within PCG Graphs, two nodes allow you to access your ShaderWorld. To guarantee collisions are generated within your PCG volume, you can add a SW\_Collision component to your PCG volume actor.

<figure><img src="https://1959481941-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoSgK3bK748KQ9bA59ss4%2Fuploads%2FbFVIj3mN0NokaPj0WgAw%2Fpcg_collision.jpg?alt=media&#x26;token=208f8a9d-e1da-404f-b0cf-7b5e7c263ab3" alt=""><figcaption><p>Adding SW_Collision using the "+Add" button</p></figcaption></figure>
