PCG Graph - Swap out "Get Texture Data" texture at runtime

Hi all. I am creating a procedural world for a game. I need the following, but I can’t seem to figure it out after endless hours of research:

  • When the player starts the game, I want my biomes to spawn according to an array of Rendered textures. So that every time the player restarts the game, he will have a new map to play on (or at least according to how many textures there are".

I have already set up my PCG to spawn flora according to the biome (or according to the landscape pain layer).


Is there anyway to have this node swap out its textures and paint the landscape accordingly?


Here is the rendered target with its created texture.

In conclusion, I would like to know if there is a way to apply a Rendered Target with its created texture to the landscape, so that my PCG flora would spawn according to my RGB colors.


I was able to figure out how to use structs and data assets to swap out RGB textures for my procedural biomes.


All I need to figure out now, is how to use multiple Rendered Targets such as this one to paint the landscape each time the player launches the game. Afterwards setting the RGB texture in my PCG graph.

Hi! Could you shed some light on how you did this? I’m trying to do something similar, except I’m using Render Targets to paint an opacity mask, which I want to use to spawn foliage. It works with textures, but I can’t figure out how to use a Render Target with it