I have a custom PCG Blueprint inside of a pcg graph with world partition turned on. At runtime I remove an instanced static mesh (chop a tree, break a rock etc…), I then add the relevant point data to the PCG blueprint point data that is read by pcg graph via a difference node.
The issue is that the pcg blueprint is never executed again afterwards as pcg runtime partition grid actor unloads and reloads the area (which means the instanced static mesh automatically respawns, I do not want this). In the past I have used Generate on pcg with “force” checked off and then a console command for pcg.FlushCache, but for some reason this is not working. I think it has to do with the world partition. I have been trying to figure out how to just force generate the specific pcg partition grid, but I am at a loss.
UPDATED:
After trying various things for the entire day and then posting this, about 30mins later I figured it out. Make sure that if you want the pcg blueprint to execute with the new data, that you do not delete the input. Even if you feed the source input in, do nothing with it, having it within the main executing of the other nodes seems to do the trick.