RVT blend not working properly with PCG

Hi,

I’ve been working on my own material function that can blend materials using RVT. This is going great when manually placing the objects in the world. However, when using the same asset with a PCG graph I get some weird results. It seems as if the calculations are not made per asset but rather just once and then applied to all the static meshes that have spawned.

This image is of the static mesh which blends rather OK with the landscape. The highlighted area indicates the material from the static mesh (which is OK).

This image is of the same static mesh but then spawned into the world by a PCG graph.

You can clearly see that the position, or casting direction, is not being calculated properly and I think this is due to it not being done on a per asset base but rather just once. The landscape material now takes up almost all of the static mesh’s surface.
I have (sort of) confirmed this assumption by opening the static mesh’s detail view, in the view panel I can see the same result as portrayed in the second image:

My RVT Blueprint Function:

Am I missing a step or is PCG not yet supporting this type of blending that is achieved with RVT?

Seeing some crashes trying to use RVT on PCG Graph myself… unrelated maybe but have you had any answers at all, still an issue?

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Hi Yohan,

Thanks for your reply! I’ve also been experiencing some crashes here and there that relate to ADRESS VIOLATION. I’m presuming that this has to do with some memory leaks in the engine itself but I am no professional programmer so I can’t be sure about that.

Unfortunately, this issue is still persists and I have not yet found a solution. For now, I will just be sticking to regular objects in my PCG that do not require any blending with RVT.

Sam

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