I know the new PCG tools are still experimental and we shouldn’t ship with in game content.
But during the presentation ‘Procedural Content Generation in UE5’, originally shown at GDC 2023, Arran Langmead said this: ‘The stuff I’ve shown you today is editor only, but actually do have game involvement as well. So you can actually ship that empty level and then completely generate it when the player loads the game. And then midway through that game we could destroy it all and completely regenerate it again. It’s incredibly powerful.’
I can Cleanup and Generate the PCG content in the editor, like some user figured out. But when I try to package the project (Development or Shipping), only Cleanup works. Any ideas why I cannot regenerate the PCG content back?
Same thing happening to me. Did you find a solution? I’m using 5.2.1 - Attempting to generate static meshes in begin play. Works fine in editor, empty in packaged build (windows).
Since I don’t need to change things in PCG in runtime, I’ve found a workaround to simply turn on and off a massive landscape PCG using data layer. It’s actually much more efficient and fast. Just place your PCG volume into a Data Layer and you can control it from there.
I’m facing the same issue, works fine in editor or in stand alone, but it won’t generate in a packaged build
I don’t understand dynamiplay01’s answer though…
I need the generation to happen at runtime since the mesh take into account the location of some actors in the world that may or may not be there when generating.
As I said you can try to place your mesh into a Data Layer structure. Data layer works well regardless the fact your actors are changing position. I am using it to turn on and off a massive landscape with actors that are changing in runtime. I hope this helps