I tried this method too, and some of my stuff is inspired by it.
This is how I managed to get this done in 5.3.
Remember, my solution is an early version of the PCG stuff, it was made in 5.3 when lots of nodes were not yet available.
I uploaded all the PCG and BP stuff related to it here:
BP_PCGGenerator: BP PCGGenerator posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
BP_SplineRoadGeneration: BP Spline Road Generation posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
PCG_Foliage: PCG Foliage posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
PCG_Buildings: PCG Buildings posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
PCG_Road: PCG Road posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
PCG_Generation (Main root setup): PCG Main Root Setup posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
Important functions within PCG_Buildings:
PCG_LookAt (Point Loop Body): PCG LookAt (Point Loop Body) posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
PCG_LookAt (Execute With Context): PCG LookAt (Execute With Context) posted by SeanDSandland | blueprintUE | PasteBin For Unreal Engine
This look at functions are placed within a PCG Blueprint Component which looks like this:
Here you can also see the graph infront of that specific node within the PCG_Buildings:
If there are other functions you want to take a look at to get better understanding with this system, just tell me which one and I’ll upload those as well.
I hope this helps!

