Using Unreal Engine 5.5.4 & PCG volume actor.
Primitives generated by this actor are in components (ISM/HISM) and the actor is inheriting from AVolume.
After looking at the source code, I found that editor mouse interaction are going through that file (Source/Editor/UnrealEd/Private/Editor/ObjectPositioning.cpp).
It will trace world for position.
But it filter results in ‘FilterHitsGameThread’ [Line: 30]
It is ignoring volumes:
// Ignore volumes and shapes
if (HitObjHandle.DoesRepresentClass(AVolume::StaticClass()))
{
return true;
}
PCGVolume being a volume:
class PCG_API APCGVolume : public AVolume
It is pruned.
How bad it affect us? (recompiling the engine is not an option)
we have levels fully PCG based (floor & walls) and we cannot drag&drop assets on them.
PlayFromHere use the same code, so we can’t properly use it.