Filtering PCG points using an actor property value doesn't work.

I am trying to filter PCG points using the “Point Filter” node. When I hard code the filter threshold value in the graph it all works correctly, however I want to instead get the threshold value from an actor property but I’ve been unable to get this working and am not sure what’s wrong.

Here is the PCG graph:

If I connect up the bottom filter using the hard coded value then everything works correctly, but if I instead try to use the top filter then it acts like the value is always 0 even when I change it to something else on the actor.

I’m pretty sure the actor itself is setup correctly as I’m able to read a different property and pass it to the “Transform Points” node and that works perfectly. It’s just the filter that doesn’t work.

I also tried making this a subgraph and making the value a property on the graph so it can be passed in by a caller but was unable to get that working either so it seems like the filter only accepts values that are hard coded in the same graph.

Hey man,

might be a bit late, but I just stumbled upon your question, because I had a similar problem.
I am using filters this way:


So, the difference is basically the sampled out should go into the In of the PointFilter while the attribute should go into its filter itself.

I am new to PCG myself, but thats what I am doing right now and it seems to work. Hope that helps s.o.

Best regards

Sebastian

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Did this work for you? I can’t seem to get the Point Filter to work with Get Actor Property.

Even with @donBasti1st solution I get “warning cannot use threshold type integer64 on input target type integer32” regardless of whether I plug int64 or int32 into it.

Posted about it here: PCG: Point Filter doesn't accept Actor Property

I have the same problem! Is there a solution available yet?

If I try to plug an “Get Actor Property” into the Filter-node of the “Point Filter” it tells me that this node needs to be integer 32. I already declared that variable as integer 32 in the used blueprint. I already tried to add a multiply-node using a Create Attribute node (Type integer 32) with value 1 to possibly convert the value to int32. Nope …

Is this a bug?

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For me works only after put the same attribute like this
image
in and attributes, this is in UE5.4

Does not work in UE5.3 :worried:


Hi guys,
I was here to find the solution but I figured it out, try this.