Hey everyone,
I’ve got a setup where my actor has a SplineComponent and a PCGComponent, but instead of sampling along the spline, I already have my own set of points (with full transforms) stored in a custom storage array.
Basically, I want to inject those transforms as PCGPoints inside the PCG Graph and spawn meshes/foliage at those exact locations, without using Get Spline Data → Spline Sampler.
Actually I want to implement runtime hi-gen to generate bigger worlds in UE5.4. I have to populate very large areas on cesium terrain. Is it possible to feed those points to PCG graph and then generate foliage using partitioning?
Thanks!