I added some box meshes in Static Mesh Spawner, But they do not appear in the world/viewport when PCGComponent->Generate(true) is called during the runtime. but the PCG graph is being executed, I know as the print string is printing the debug text.
I read in a post where they said to include BrushComponent, but how can i link this brush component to the PCG Component or PCG Graph. I tried to attach PCG Component to Brush component in C++ code, but it does not allow it.
If you haven’t already, I would highly recommend getting this to work in-editor with a test spline before trying to run it in-game. PCG can be really finnicky sometimes, so it’s best to check that your graph is actually doing what you want it to do first.
Same here, wanted to create a unified PCG Graph which switches sampling method on an enum (Sphere, Box, Spline, Spiral, Torus, etc.). In an Actor which has the PCG component and graph attached, I’m creating the components with EComponentCreationMethod::Instance based on what is selected by the enum. While box and sphere gets recognized by PCG, the spline component somehow won’t. Also, even the actor won’t show up in my debug tab when switching to spline. Did you find any solutions to this? What is strange: When spawning the spline via construction script in BP, it gets recognized. So there must be something I’m missing out..