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 âNotify properties changed from blueprintâ. 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.
Soo If youâre trying to generate PCG on Static Meshes, what is required is to make the static mesh âAllow CPU Accessâ. Pretty much open the asset(s) and checkbox âAllow CPU Accessâ.
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