How to expose PCG Graph parameters to change Static Mesh directly in the viewport?

Hi everyone,

I’m currently working on a project in Unreal Engine 5.2, and I’m trying to find a way to expose parameters from a PCG Graph so I can change the Static Mesh used by the Static Mesh Spawner Node directly in the viewport — without having to open and edit the graph each time.

Basically, I’d like to have a setup where I can assign or switch meshes through the PCG component details panel, instead of editing the graph itself.

Is there a proper way to expose the Static Mesh parameter from the PCG Graph to make it editable per instance (for example, similar to how Blueprint exposed variables work)?

Thanks in advance for any insights or examples!

PS: I’ve attached two screenshots showing my current PCG Graph setup and how it’s being used in the scene, just for context.

Hello, it’s been a while since you posted this, but I found a sort of solution for this.
Following the option 2 shown in this tutorial : https://www.youtube.com/watch?v=bqsEgiARo50

Basically we create a User Defined Structure in the content browser, with set inside a static mesh (for .. the mesh) and a float (for the weight);

Inside the PCG : in the graph parameters, create a PCGGraph Structure Type set as array and call it with a Match & Set Attribute. Set the static mesh spawner on “PCGMeshSelectorByAttribute”. Proper naming and name matching in properties of each elements is required.

Hope this helped.