Hello,
I’m trying to generate a world at runtime based on a PCG Seed and then when complete, remove the PCG Link so that the world is now persistent.
I have an empty world and run Generate on Begin Play. Then as a Post Generation Function, I call the Clear PCGLink node.
However, it crashes UE 100% of the time.
Is there a specific way I need to setup this up or does this node simply not work? If the latter, are there any other options to achieve my goal?
Thank you!