PCG spawn level instances using Spawn Actor

As the title suggests. Is that possible? Currently I can spawn any actor type by sending a path and using Spawn Actor, but that does not work for level instances, even if I change template to level instance on Spawn Actor node.

From what I’ve seen you can spawn level instances by first creating PCG data asset, then by piping them in (directly or via parameter or data asset), then copying LI points ONTO my spawn points, then by using Spawn Static Mesh / Actor.

Now my level instances are level instances for a reason - otherwise I would used PLA - and I want them to containt a mix of BPs / static meshes / anything. I don’t want to again iterate the contents of the level instance. Can this flow be simplified?

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Bumping up. Anyone?

You can use

or ( by reference ).

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But that is a blueprint node not a PCG node, is it?

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Or do you mean that I should try use Execute Blueprint node with it?

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Correct, didn’t quite get your meaning, sorry…

Don’t think there is a corresponding PCG node.

No worries. It would really help to have such a node.

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Don’t suppose you managed to solve this problem? I’m trying to figure out something similar

@Rob_Potter Hi all,

Just tested this out and yeah, you can. Spawn Actors was specifically built to support any and all custom classes, so I was hoping this would be the case.

What might be more difficult is if you’re trying to randomly spawn in different levels. I think I know of a way to achieve this, so if you need help with that, let me know.

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Hey Sarah, thanks for your post! It helped me out. The random spawning is also exactly what I’m looking at now. Would be interested in hearing about your ideas on this. My attempts have been rather clunky.

Thanks for info, which version of UE are you using?

Sorry for late reply, I’ve moved to other tasks for my project for the time being, but hope to return to this in near future.

Thank you so much for this!