I do this with something I wrote myself that’s similar to the Dungeon Architect plugin, and the only part that didn’t ‘just work’ is that UCharacterMovementComponent needs whatever UPrimitiveComponent it is standing on to be NetAddressable (I’m a bit vague on the details of why, but otherwise you’ll get a ton of log spam stating that the thing the player is standing on is null, since the Server and Client can’t agree on the NetGUIID of the component being stood on) so if you add that to the RuntimeMeshComponent in use with CashGen it might work fine without much modification. I’ll see if I can confirm that this weekend.
@mid_gen: I’m going to add a new generator that isn’t noise based, but just takes a distance function and an array of splines. I plan on using it as a selector so I can specify connected playable areas where I can place things like buildings, while surrounding them with pretty scenery from the noise functions. Sound reasonable? It will be a bit slow compared to the noise functions.