I am looking to pass points generated by a PCG to a blueprint actor to generate a dynamic mesh plane. Most that I have found online use the points generated by a PCG to spawn meshes, but I am looking to use those point locations as vertices to generate a plane mesh over the landscape.
The idea is to use PCG to generate points that will be fed into a blueprint that generates and modifies a dynamic plane mesh, so that it would confine and contort to the landscape surface it is generated over, as well as with any actor that interacts with it.
I can’t seem to figure out how to pass over the points and their data (specifically their positions) from the PCG compoment to the Blueprint actor it resides in. Any casting I try to do would fail to execute. The actor does have the right instance graph set with a box collision and the PCG does generate the needed points.
I checked the forums but I haven’t found an answer to help me
I would also like to know how to do this.It’s perfectly normal to want to output only the points to a Blueprint because we can’t edit actors and meshes in a PCG graph.I don’t understand why it’s so difficult.
Execute Blueprint does not allow you to specify a function to be executed or the actor that possesses it.I don’t understand.