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

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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?