Using Execute Blueprint in PCG does not work with IsPartitioned

This question was created in reference to: [Advice for PCG grass with World [Content removed]

I followed the advice on the above thread, Setting Is Partitioned to true and setting the Actor filter to Original. Turning on Debug, it’s showing the correct behavior on the debug cubes. All the way to where I have an ExecuteBlueprint node.

The ExecuteBlueprint is just to assign the MeshAttribute to the MeshSpawner. Made this for blueprint mesh assignment back in 5.3

Steps to Reproduce
Set PCG Graph to “Is Partitioned”

Use custom closed SplineBP to determine shape of PCG area. GetSplineData > SplineSampler

Set GetSplineData ActorFilter > Original

Connect “ExecuteBlueprint” node before MeshSpawner

Execution stops at ExecuteBlueprint node

Hi Abey,

There’s nothing that comes to mind that we would have broken with blueprint nodes since 5.3, but maybe something is required that wasn’t before. For example, we do require the context to be passed in to many methods, and you can get this one directly from the parameters when you start from ExecuteWithContext, but you can get it from the free function called ‘GetContext’.

If you have more information and can’t share publicly, please reach out in a private question, we might be able to help out a bit more!

Cheers,

Julien