I built a test level with world composition, using only two landscape blocks, each size 127x4x4
I used procedural spawners, and they worked great, putting the right amount of assets onto the appropriate terrain paint levels, based on what I had configured for collision/shade.
Then, i created a new level, using 63x4x4 chunks, and many more of them. I painted in the landscape layers again, added the procedural spawner voumes, and … nothing spawns.
Yes, the spawner is in the active level, covering the landscape that’s part of that level.
I even tried re-creating the spawners, and it just doesn’t spawn anything.
I tried looking for log messages about why it didn’t find anything, buit there’s apparently not a single UE_LOG() message in the entire procedural spawner plugin (I checked the source.)
OK, I’d spent half a day on this, but half an hour after posting, I realized that the problem was that the bounds of the terrain blocks was zero thickness.
Thus, I need to paint some hills or something on each terrain block to make it have non-zero bounds, and then the spawner will find area to grow on.
Couldn’t you extend the bounds of the terrain blocks instead of adding thickness (or height or length)? I don’t know if terrain blocks have the same property as meshes. Interesting that it didn’t show up in the log window.
Personally, I’ve found that an infinitely thin box should NOT be considered “not present” in collision and presence detection. Because, you know, it’s there. If I didn’t want it there, I wouldn’t put it in there.
I think there are reasons the procedural spawner has to be separately enabled. I’ve also seen a couple of crashes with it.
It’s quite convenient when painting square kilometers of woodlands, though