PCG: How to populate Static Mesh Spawner with multiple mesh assets at once?

Hi,

I would like to use PCG graph to randomly spawn instances of about a hundred unique static mesh assets.

When I create custom scatter blueprint, I can simply just create a static mesh array variable, make it editable, and then once the blueprint is placed in a level, I can drag and drop content browser selection onto the variable UI element, and it populates the static mesh array with all 100+ meshes.

In the PCG Static Mesh Spawner however, each mesh entry is a struct with a descriptor struct in it, so I can’t just drag and drop content browser assets onto it.

I can’t really imagine manually creating 100+ entries and then populating their static mesh slot one by one.

How would I do this efficiently?

Thanks in advance.

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Did you solve this?

check this youtube link, he explains it very clearly:
He creates a variable with a mesh array inside, and then uses that variable in the spawner.

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