Pcg on demand not working on a packaged build

Hi,

I have a c++ project started in 5.2.1 ported to 5.4.4, where I also use pcg. Actor with pcg component also has a spline, actors need to generate within that spline. User can dynamically change locations of spline points and pcg needs to regenerate according to that. Pcg works perfectly in the editor, but not in a packaged game. Spline points reposition, regeneration is triggered, but pcg still takes in account the original location of the spline points, not updated one. It was same way in editor until I added node “Notify properties changed from blueprint”. Now with it, it works in the editor, but not in the package. Hope anyone can give me an advice on this. Thank you in advance.


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I have pretty much the same problem in UE5.4 did you find a solution for this?

Any updates? I have the same problem UE 5.5.4

UPD: My PCG was partly working the issue was in PCG switch node: PCG switch on enum is broken?

same problem in UE 5.5.4

Not sure if anyone has managed to resolve this issue? Has it been fixed in 5.6?

Soo If you’re trying to generate PCG on Static Meshes, what is required is to make the static mesh ‘Allow CPU Access’. Pretty much open the asset(s) and checkbox ‘Allow CPU Access’.

Had to find that out to finally find a message like this on a package build

StaticMesh bAllowCPUAccess must be set to true to read mesh data at Runtime

Hope this helps out anyone trying to figure this out