Any way to "bake" PCG results so I can start manually edit the placed assets?

like delete some, replace, modify but no longer proceduraly.

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is not a proper solution, but if you put meshes inside blueprint, and use “spawn actor” instead of “spawn static mesh”, then you can move them manually.

have you figured out how to do this? When I use “Clear PCG link” it just converts my PCG to an actor and I can do almost nothing with it

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I see some people are liking my comment above. I have found something that can help. You need to use Spawn Actor instead of Static Mesh Spawner inside PCG. Just create an empty actor and place mesh you need inside. The biggest advantage is that you dont even need to use Clear PCG link button, you are able to move those actors without breaking anything!

If anyone else is still looking into this and finds this post. This video offers alot of good methods and insight.
TLDR: You can “Clear PCG Link” and then ‘Convert Actor to Blueprint’ to save into the content folder which would then let you modify the meshes within it.
Or you can convert straight to Static Mesh under ‘Actor > Convert *** To Static Mesh’

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