I’ve watched 3 tutorials on how to do PCG grass, and they all use a Static Mesh spawner to place the foliage. This seems like it would be inefficient. There’s already both a Static Mesh Foliage actor and a Landscape Grass Type actor in UE, so you’d think we’d have a way to simply spawn those instead of spawning a static mesh.
The PCG interface just seems a little alien to me at the moment, so I can’t figure out how.
Spawn Actor doesn’t seem to work when I’d image it should.
The PCG static mesh spawner uses HISMs to place meshes, same as foliage types. Basically a different, much more flexible format the for the data. Landscape grass is its own (old outdated) system that is being replaced by gpu PCG. The old systems may still have use but have baggage that doesn’t make sense to drag into PCG.
Ok, fair point. Just seems strange that if a Landscape Grass Type already includes the data for multiple meshes and culling distance, you’d think you could grab that.
I see what you’re saying. Epic could have used the same data assets and build a PCG system around them to do similar so it would be more plug and play.
Now that PCG is ‘production ready’ we might see some of this? I kinda doubt it as it seems like they are just fully ditching the old stuff for PCG. It makes sense to me, the older systems were a bit half-baked. PCG is far more powerful once you get comfortable with it, esp runtime and gpu gen, not to mention PCG-Ex.