I attempted to generate enemies around the player during runtime using PCG. The logic is as follows: in the PCG Graph, use GetActorData to obtain the player’s information, then call the Generate method of the PCGComponent, and generate them when needed. It also generated around the player as expected. However, when I reduced the number of enemies to a certain level and then re-called the Generate method, it would only generate at the original location where the player was. I tried cleaning up first and then generating again, but it didn’t work. Finally, I managed to achieve the desired effect of generating around the player every time by setting the PCGComponent.Seed.I don’t know why. Maybe my approach was incorrect. Are there any better solutions for this?