So I can manually clean up the problem area
I’ve got a tool on the marketplace which can, I don’t know of any other way it can be done.
Thank you!!! I’ll give it a try!
How about runtime ?
No not at runtime - out of curiosity - why would you want to do that?
Generate random seed in runtime is super done. Especially Multiplayer stuff. Although we have to look into performance side also right. Converting them into instance static meshes makes better performant.
The PCG does use ISMs and should be pretty performant, the generation side of things could be faster though - that will be shifted over to the GPU soon which should speed it up.
I’ve just finished another set of tools for rdInst which has a spawn system in that can spawn almost anything - including PCG volumes, and even more spawners.
To get things like PCG working fast enough for seamless spawning I had to create a tool that harvests pretty much anything (including PCG volumes) into fast spawn-ready data which can be stored in the spawn actors and populates pretty fast. The trouble with that though is you loose the random seed per play. But those routines are built into rdInst so should work at runtime (I haven’t tested that though).
Interesting.