I am spawning blueprint chunks at runtime that has the pcg component attached to each one. As the player runs within a certain distance it generates the pcg. This works great. The only issue is I am trying to remove an instance of, for example, a tree. This basically removes everything attached to the pcg altogether not just the instance that was overlapped. This doesn’t happen when using one giant pcg volume. The instances correctly get removed when using a overlapping component or line trace. Anyone have any ideas?
Anyone else experience this?