Community Tutorial: Introduction to PCG Grammar in Unreal Engine 5.5

In this introduction tutorial, you will learn how to utilize foundational grammar syntax within the PCG graph driven by user made parameters. In this example, we will be exploring how to use a spline to spawn static mesh assets through the grammar syntax.

https://dev.epicgames.com/community/learning/tutorials/PYEX/introduction-to-pcg-grammar-in-unreal-engine-5-5

Hi!

Thank you for this cool tutorial, I learnt a lot thanks to you.

May be I’m wrong because I’m new to PCG but I think the grammar is not respected when spawning the meshes. Things seem correct in the debug mode but a lot of ruins are spawn compared to the two in the grammar.

I don’t know if it’s the right thing to do but the following settings worked for me.
In the “Subdivide Spline” node you must configure something.

  • Extra Ouput Attribute/Forward Attributes from Modules Info must be checked otherwise the “Mesh” attribute is absent.

I’m not very good in english so I hope I didn’t write anything rude.