We have a large open world with several PCG spawned actors and ISMs.
There are a couple of settings on the spawned PCG assets that we are unsure how to access.
We are using 5.4 but are in the process of upgrading to 5.5.
How do you assign different runtime partition layers to different graphs? For example, the graph that spawns interior assets might benefit from a much smaller streaming grid size than the graph that spawns cars or trees.
I see this post mentions data layer support https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-overview#datalayersupport
Is this supported in 5.4? If so could you provide more detail on how to configure it.
How do we assign specific HLOD layers to different spawned assets?
Finally, can we control how ISMs are grouped based on an attribute? Say we want ISMs separated based on a custom building id attribute.
Hi Kevin,
Thanks for reaching out.
I’m going a bit from memory here, but in the case of the Spawn Actor node and the Create Target Actor node, we basically are spawning from a template so it would have respected any kind of data layer support.
In 5.4, I think that this wasn’t external data layers yet, but it’s very clear in 5.5 that we do.
However, we did not have anything with HLOD setups at that time, so this you might need to fix in some way yourself (it might not be a lot of work*).
Concretely, in your case it means that you either have to make your templates have that proper setup (easy with Spawn Actor because these are different actors - cars vs trees) but maybe not in the case of the Create Target Actor, which maybe for this you’d want to go with different graphs altogether.
That being said, we’ve done a lot of changes around data layers & hlod support in the upcoming release (5.6) which allow you to drive that more dynamically and query that information from actors too. We’ve also done the proper work for partition actors too to be separated by their data layers.
I would encourage you to have a look at the main branch and see if you can find out what you need then if you’re not intending to update to 5.6.
Let me know if you need more information,
Cheers,
Julien