Hey. I realise the PCG Biome system is pretty new and in development, but I have a slight shortcoming in the mesh data asset system.
In PCG, when spawning meshes, you have the ability to set ‘Render CustomDepth Pass’ as part of the Static Mesh Spawner node data setup for each mesh.
When using PCG Biomes, the Data Asset structure for the Mesh Assets does not have the option to set ‘Render CustomDepth Pass’ nor any of the CustomDepth options.
These should be included as they are in the Static Mesh Spawner and essential for stylised worlds.
Yes, you can get around this by adding the mesh to an Actor and specifying that Actor to the Data Table that controls biome mesh spawning, but the rebuild time for this is insane and I do worry if that will have any negative impact performance ramifications.