Untangle any PCG graph.
Point pipelines, explained.
When a PCG graph misbehaves, the answer is often three nodes upstream. Open yours in GraphDeck and ask the AI you already use what the pipeline actually does - where density gets decided, why the spawner starves - explained with pulses riding your real wires. Understand it, then fix it.
Drawn the way the PCG editor draws it
Point data flows left to right in UE's wire blue - samplers, filters, transforms, and spawners in their editor colors, advanced pins collapsed until you need them.
From a pipeline in Unreal to a graph you can read
One click in the Unreal editor (free Connector plugin) sends a PCG graph to GraphDeck - and every wire survives, including several outputs feeding the same input.
Samplers, filters, transforms, and spawners in their editor colors, point-data wires in UE's blue and attribute wires in orange, with advanced-pin sections that expand when you need them and stay collapsed when you don't.
Right-click and ask. A lesson can trace the data path sampler to spawner with pulses riding your actual wires, note where density is decided, and explain why a filter starves the spawner - drawn on the real nodes by the AI you already use.
Ctrl+C on a received PCG graph produces text that pastes cleanly back into the Unreal editor - including your edits.
Use AI to understand Unreal rather than avoid understanding it
PCG graphs look simple until they are not: density decided three nodes upstream, a Difference node silently emptying a point set, a filter that starves the spawner. GraphDeck's Explain & Ask lessons - powered by the AI you connect, not an AI of GraphDeck's own - answer on the canvas: notes anchored to the actual nodes and pulses riding the real wires, sampler to spawner, in data order.
Every mark is validated against the live graph before it draws. If the AI names a node that does not exist, the lesson is refused - your graph is always the ground truth.
Built for the PCG graphs you already have
The full PCG node library
Samplers, filters, transforms, spawners, boolean ops, metadata and attribute nodes - resolved against a library built from the real editor.
Every wire preserved
Receiving keeps the whole graph intact - including multiple outputs feeding one input - and received graphs that work in Unreal stay green in GraphDeck.
Rich per-node settings
Density values, filter thresholds, transform ranges, mesh entries - node settings ride along on receive, so the graph you read matches the graph that runs.
Copy back out
Edit the pipeline on the canvas and Ctrl+C produces native paste data for the Unreal editor - round-trip editing without touching your project until you choose to.
Common questions
Can I open a PCG graph outside Unreal?
Yes. With the free Connector plugin, one click in the Unreal editor sends a PCG graph to GraphDeck, every wire intact - including several outputs feeding the same input.
Can AI explain my PCG graph?
Yes. GraphDeck turns the AI you already use into a teacher on the canvas: stepped lessons, notes anchored to your actual nodes, and pulses that trace the data path sampler to spawner. GraphDeck has no AI of its own - it works with the AI you connect, with or without an API key.
Can AI generate PCG graphs?
AI generation for PCG is coming in a later update. Today's tools cover receiving, reading, editing, validating, and understanding the PCG graphs you already have.
Can I edit it and send it back?
Yes. Edit on the canvas, then Ctrl+C on a received PCG graph produces native paste data that lands cleanly back in the Unreal editor - including your changes.
Is this in the free edition?
Yes. Receiving, editing, validation, and Explain & Ask lessons all ship in Free. Free keeps 5 saved graphs in each tool; buying GraphDeck removes the caps.
Open your PCG graph in it today
GraphDeck Free
The free edition receives, edits, validates, and explains PCG graphs with no API key and no subscription. Pair it with the free Connector plugin for one-click send from Unreal.