^Blueprint that forces pcg generation ^
Hello everyone,
I need help about this topic i’m stuck on. I’m trying to spawn a pcg from a blueprint. (it works perfectly well on the PIE and all the unreal Inside test editors)
Here is the fun part, when i package the game, the PCG won’t spawn.
Here is all the things i did so far :
\- Put the PCG Spawn Actor node on CPU not GPU (does not work)
\- Spawn the PCG ddirectly onto the map without the blueprint (it works but that is not what i want)
\- Force generate it (see above, it does not work)
\- Put the PCG Generation setting on Demand with blueprint event trigger (Doesn’t work)
\- Put the PCG Generation setting on Load (Doesn’t work)
\- Put the PCG Generation setting at Runtime (Doesn’t work)
I spawn points on my mesh this way, the Actor is in the world with the correct tag and all !(again, it works perfectly fine in all of the PIE options)
Do i have to cook anything, is there a little box to check on the “project Launcher” settings ?
Or something to check on the project setting, write on commands ?
Results on all PIEs:
The grass and far background trees are what i spawn with the PCG.
then on packaged game:
The trees you see are placed by hand, the grass disappeared along with the background trees.
If anyone has an idea, i’d be glad to hear about it. Thanks a lot !!



