I put in an “event begin play” and after that add a “print string” inside of a BP_Tree blueprint which is contained inside of a PCG_Graph through a “Spawn Actors” node that allowed you to spawn blueprints. I need to do this to make my PCG trees interactable. This begin play is never triggered. Even tho I can still see the static meshes that are stored inside of those actors. But I cannot play the code logic inside of the event graph of those actors. I can only render their static meshes.
And then to top it all off I add the same PGC graph into another Blueprint as a component so as to be able to interact with each individual tree and at the same time If I have to I can spawn into my gigantic landscape around 20 or 30 small PCG graphs based on location of the player just so as he sees only whats important. This is meant to minimize hardware load and optimize my game and help it run faster and better, otherwise it would crash because the landscape is just too big and you can only have so many points per PCG.
Could I use a different optimization technique like level streaming those PCGs? Or some other way? So far I haven’t found good results with world partition.
But anyway I need to use PCG because the landscape is just too big to add trees with another way. Also folliage tool is impossible on a landscape that’s been made with Landcape_CustomBrush_MaterialOnly_C & LandmassBrush etc.