PCG result not present in PIE when using Editing Mode set to Preview

Hi,

We are building a pcg pipeline for our project and we are encountering a workflow problem. We want our content creator to place pcg graph into levels without having to submit the generated result. Our level are meant to be open world regions and we are using world partition, which imply the pcg result will be hold in a pcg world actor. If multiple content creator were to submit their result at the same time, we would have conflict. To resolve this problem, we have a nightly pcg automation process to generate pcg graphs. We want to set the editing mode to preview to avoid serialization.

The problem is that using preview editing mode will remove the generated result from PIE, which prevent our content creator testing their setup. Our graph are meant to be ran only in the editor. Is there anything we can do or that is planned on your side to support viewing the generated result in PIE when using preview editing mode? The mode is quite useless if we can’t test in game.

Thanks

Steps to Reproduce

  1. Add an actor with a pcg graph component.
  2. Set its result to preview.
  3. Play in editor and observe the result is not here.

Hi Hugo,

You’re right, the idea with the Preview workflow is that it does not dirty the actors/content.

However, the workflow usage here is that normally you’ll establish a baseline by first using the “Load As Preview” serialization mode, and then save.

On reload/other sessions, then it will appear as preview and will not be dirtied.

Then, with that in place, you can have the buildmachine ‘update’ the saved data.

You can have a look at the PCG commandlet reference here: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/world\-partition\-builder\-commandlet\-reference -> you’ll want to use the -GenerateComponentEditingModeLoadAsPreview option.

Which makes me realize that it’s missing a description - I’ll make sure this is fixed.

Hope this helps,

Cheers,

Julien