PCG with a Procedural Mesh

I also struggled getting something like this to work. I involved Texture Graphs, Geometry Scripts, and PCG Graphs in one blueprint :sweat_smile:

The idea was to use the texture graph to create a heightmap to build a landscape, then use PCG to populate the landscape.

Setting up my PCG nodes, I got the debug boxes to stick on my landscape!

The key for me was to create a ‘PCG World Actor’

The landscape in question.