Passing points data from PCG to Blueprint Actor in UE 5.7

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

What works:

  • In your Blueprint Actor, add a PCG Component.
  • In the PCG Graph, use a Get Actor Data / Get Blueprint Owner node.
  • Then use a Custom Blueprint Function (exposed to PCG) to receive the points.

Steps:

  1. In your Blueprint Actor:

    • Create a function like ReceivePCGPoints
    • Add an input: PCG Point Data (or array of vectors if converting)
  2. In PCG Graph:

    • After generating points, use Execute Blueprint Function node
    • Target = Owner Actor
    • Call ReceivePCGPoints
    • Pass the point data
  3. Inside Blueprint:

    • Extract positions from the PCG data (Get Points → Transform → Location)
    • Feed into your Dynamic Mesh / Procedural Mesh generation

Important:

  • Don’t try casting from PCG → BP, it won’t work reliably
  • Use Execute Blueprint Function or PCG Data Interfaces
  • Make sure your function is Callable from PCG (BlueprintCallable + PCG exposed)

That’s the intended workflow for passing PCG point data into Blueprint logic.

I’m not finding a way to utilize Execute Blueprint node in the PCG Graph to connect it to the owner actor and call the ReceivePCGPoints function

Can you elaborate more on that step?

PCGEx has various ways to generate dynamic meshes from points; check it out it’s free: https://www.fab.com/listings/3f0bea1c-7406-4441-951b-8b2ca155f624

You should not be doing this instead look into PCG Blueprint Elements in 5.7 | Knowledge base as well as Epic’ PCG Geometry Script interop for manipulating Dynamic Meshes inside PCG

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.