UE5.2: I created the PCG Advances Static Mesh Spawner component

I created this new PCG node in C++ to have more control over the default component.

Now I finally have the possibility to dynamically vary the rendering distance, the type of collisions, and the deactivation distance of the world position offset directly in Blueprint.

I’m building an advanced PCG build support library on Unreal Engine 5.2 and this is one of the many components I’m building.

The library will be released for free.

AdvancedStaticMeshSpawner

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Hello,

How are you creating your custom nodes?

when I extend off the UPCGSettings class the nodes do not show up in engine?

is there another class you’re using?
or do I need to register them somehow?