I’d like to ask why the Procedural Generation tool can’t be generated when the Static Mesh Actor mobility is set to Moveable, can someone tell me why, and I’d like to see the basis in Blueprint or C++, thanks
Simply because the example PCG is using raycasts to drop geometries on the floor, and the collision filter was set to World Static in the World Ray Hit Query node.
If you want to also consider movable objects, you should select World Dynamic.