How to Affect the PCG in Runtime with Blueprint

Hi,

I finally find a way that to change the PCG content in the game. You do not need to use the set graph node to change between two graphs, right now, you can switch the static mesh in one PCG graph.

Here is the door blueprint I have.

In this image, you can see that I set up the “switch” variable, and this value will decide which static mesh it spawns in the PCG graph.

Here is the PCG graph node. I use the “switch” property here to produce a new column to determine which static mesh to spawn

With this logic, I can now play the game and when I go into the door, it will change the static mesh and then when I leave the door, it will change back.

For your changing seed. You can use the same way, here is the logic in the door.

You can see, I set up the “seed” to constant. You can use “random float in range from stream” to set the “seed” to random.

I changed the seed for the surface sampler so that the box it spawns will be random. When you play in-game with the “seed” in constant, it will change all the points’ locations and then when you leave the door, it will change it back. Since the same seed will always spawn in the same way.

Here is a short video for the final result.

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