Hello all!
I’m using PCG procedural generation to enrich a StaticMesh based scene.
I want to have different “kind” of procedural object spawn on diferent “kind” of staticmesh.
I tried to use “tags” to spawn rocks on a “rocky area” staticMesh and grass on a “grassland” area.
This is not working neither with Actor Tags or StaticMeshComponent “component tags”:
The PCG graph is working ok as it output “rock” and “grass” everywhere if I remove the “FilterByTag” nodes but I am unable to filter-out where I will spawn each stuff…
Hi, don’t know if you’ve already figured this out but I’m putting this solution here incase someone else has same problem and is looking for the answer. You can do actor tag filtering in the world ray hit query node, as I also could not get the ‘filter by tag’ to work as expected.
On (every?) pcg element node, under the tags section there is a “Tags Applied on Output”, that’s the tags that FilterByTag uses. I don’t know where the tags exist, but I can say they are not an attribute
Hi everyone,
In case anyone have the same problem the only solution I found was to implement a new PCG node: MyPCGWorldRayHit that look a lot like PCGWorldRayHit but use a AdditionalQueryParams.FilterOnComponentTags to do the filtering on HitComponent->ComponentTags …