Feedback Request - PCG BIOMES

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.

While working with the new PCG Biome system, I noticed the Mesh Data Asset structure doesn’t include options for Render CustomDepth Pass or other CustomDepth settings. These are available in the standard Static Mesh Spawner node within a PCG graph.

These settings are essential for many stylized rendering workflows. Using an Actor Blueprint in the Data Table as a workaround causes very long rebuild times and potential performance concerns.

It would be great if the Biome Mesh Data Asset could be updated to include these CustomDepth options directly.