I’ve been working with the new Mesh terrain in 5.8. One thing I have not been able to figure out is how to use a spline to cut a path through PCG. It was not an issue with Landscapes and PCG but with Mesh Terrain, I can only get Volumes to block PCG.
The spline was created in Modeling Mode. I have used both this type of spline, and splines created as a Blueprint Actor with Landscapes. When I generate the PCG, only the volumes block the PCG, not the spline:
Actor tags are in place and set up correctly in the appropriate nodes. For example, the World Ray Hit Query node has the Actor Filter set to Include the tag set to the Mesh Terrain actor tag.
Any ideas as to what I’m missing or doing wrong? Has anyone been able to cut through PCG with a spline using Mesh Terrain instead of Landscape?
I don’t think you’re necessarily doing anything wrong. From what I’ve seen, spline-based PCG exclusion isn’t fully supported with Mesh Terrain the same way it is with Landscapes. I’d try using a spline-driven volume or converting the spline into actual mesh geometry that PCG can sample. If that still doesn’t work, it may be a current limitation in 5.8 rather than a configuration issue. Hopefully someone who’s implemented this successfully can confirm.
Thanks for looking. It doesn’t look like anything other than volumes are working at the moment. I’ve tried static meshes, actors, extruding a cylinder along a spline; none of them work.
Mesh Terrain handles splines differently than Landscapes. Make sure your spline is being used as PCG Spline Data (not just an actor reference), and verify it has valid collision/geometry if using ray queries. If volumes work but splines don’t, this may be a current limitation in UE 5.8.