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Seed Subsystem (UE5)

Seed Subsystem provides reproducible randomness via a project-wide seed plus per-call salts. It’s perfect for procedural generation, loot tables, AI gates, and QA repro.

Highlights

  • Deterministic by design (global seed + per-call salt)
  • Fully Blueprint-accessible (C++ under the hood)
  • Weighted enum selection & constrained lists
  • Curve sampling (designer-friendly distributions)
  • Editor seed CVAR for stable iteration: SeedSubsystem.EditorSeed

Who is this for?

  • UE devs needing replayable procgen
  • Teams wanting consistent bug repro
  • Server-auth gameplay that requires synced RNG