Hi, we have a number of questions related to PCG & Rendering as it applies to Unreal 5.7 and are looking to get some clarity.
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PCG Landscape Cache – intent and future direction
What are the intended use cases for the different PCG Landscape Cache modes?
- Does Never Serialize imply the cache is expected to be generated on the fly?
- With Serialize, the cache does not appear to be built automatically unless Build Landscape Cache is explicitly called — is that expected?
- Is the cache ever built implicitly during PCG execution?
More generally, how is the landscape cache intended to fit into PCG workflows, and is it something teams should rely on long term? We recall prior discussion about potentially reworking or removing it. Given that RVTs are often already available for landscape data, is relying on RVTs the preferred direction going forward?
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HiGen grid sizes hard-coded at the top-level graph
HiGen grid sizes appear to be defined at the top-level PCG graph.
We have multiple world scales and would like to reuse the same graphs, but currently need duplicate top-level graphs with different grid sizes that call the same subgraphs.
- Is there a recommended workflow for reusing graphs across different scales?
- Can grid size be controlled at the component or instance level rather than being baked into the graph?
- Or is duplicating top-level graphs currently the intended approach?
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PCG execution model – synchronous execution
Is it possible to execute a PCG graph synchronously (blocking until completion)?
- If so, what APIs or patterns are recommended?
- Are there limitations compared to normal asynchronous execution?
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PCG components and volume requirements
Does a PCG component fundamentally require a volume to execute?
- Can a PCG graph designed to operate in an unbounded or global way run without any volume?
- If not, what is the intended pattern for non-spatial or effectively infinite PCG logic?
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Standalone PCG graphs and code-driven execution
Can Standalone PCG Graphs be executed purely via code (e.g. during a build step) to operate on content in a loaded map, without requiring a PCG actor placed in the level?
- Are they suitable for “fire-and-forget” generation in a map?
- Or are they primarily intended for workflows where no map is loaded?
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GPU PCG nodes executing with empty inputs
CPU PCG nodes typically auto-cull when no data is connected to their main input pin. GPU nodes, however, seem to execute regardless, and will error when expected attributes or buffers are missing.
- Is this difference in behavior intentional?
- Is there a way to early-out GPU node execution when input data is empty?
- Are there plans to make GPU and CPU node execution semantics more consistent?
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WaitForLandscape node stalling in PCG commandlets
Using the WaitForLandscape node appears to stall PCG execution when running via PCGWorldBuilderCommandlet (observed in 5.6, not tested in 5.7 yet).
- Is WaitForLandscape expected to function in commandlet contexts?
- If not, is there guidance on which PCG nodes are safe to use in commandlets versus editor/runtime-only workflows?
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