How to Affect the PCG in Runtime with Blueprint

Hello,
The PCG in UE 5.2 is awesome, I couldn’t wait for it to be available for packaged game.
The PCG nodes (Set Graph, Cleanup, Generate… ) works well in editor, but not in packaged game. The game freezes, when any of the PCG nodes are executed at runtime in level blueprint.

So, I did the workaround as mentioned below, hope it may help someone desperately wanted to use in game executable right now!

  1. Add multiple PCG volume(s) for each PCG graph that you wanted
  2. Set PCG volume as Movable instead of Static
  3. Set all the PCG volume location as required in final game executable, so that the PCG by editor performs as intended for final game.
  4. In level blueprint (or could be any blueprint), based on conditions, Move the PCG volume(s) location ‘z’ axis value for up / down to visible / hide under the ground level.

Note: I use Set World Location node on PCG volume → Brush component to move up / down.

Thanks,
Rush At Games.
#Roxroria

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