Hi!
I want to create a set of ActorBlueprints, each of which is like a mini scene.
These scenes get randomly placed in the level at runtime and get deleted and replaced fairly frequently so I can’t use an expensive ProcGen system like the ConstructionScript.
I don’t really know how PCG works, but it doesn’t seem like it’d work for similar reasons to the ConstructionScript.
I want to know if there is a good way to hand-“paint” foliage (statics meshes) onto a StaticMeshComponent in an ActorBlueprint like you would with a Landscape in the level editor.
Alternatively, how expensive would it be to have a PCG volume that has to completely regen over multiple complex meshes regularly?