I have a PCG graph that spawns meshes. The graph looks for actors in the world with a tag (“pcg exclude”) to avoid that meshes are spawned near them. This works fine in editor.
However, at runtime when an actor with the “pcg exclude” tag is destroyed (I can shoot them), the PCG graph regenerates. This causes problems because I have logic in the instanced mesh actor that is spawned by the PCG.
My question is: How can I turn off PCG regeneration at runtime? The documentation gives me the impression that runtime generation has to be switched on explicitely, but I have the generation trigger on “Generate on load” and still get runtime generation (“Generate on demand” also gives runtime regeneration). I even tried pausing the regeneration in the PCG graph itself, but still get runtime regeneration.
I can solve the issue by ticking “Only track itself” in the PCG component. However, in editor the PCG then does not react anymore to moving the actors with the “pcg exclude” tag.