PCG at Runtime Issue

From my understanding I should be able to generate the PCG component at runtime but I can’t get it to work. I’m doing a simple example where I make a PCG graph that spawns a single point, and then a mesh on it. Then, I take a Blueprint, add the PCG component to the BP, and reference the PCG graph I just made. I set the PCG component setting to “generate on load” as well. Then, in the Blueprints event graph I make it so that key 8 does cleanup on the PCG component, and key 9 does generate. When I test this in game and hit 8 it will cleanup as expected so I know it’s accessing the component, but then when I hit 9 it will not generate. Am I missing something on this? Is there something else I need to do use generate in game?

Hey there @Gigglebooster00! Seems like some user’s figured out how to work with PCG at runtime in this thread:

Let me know if this helps!