Building Blueprints with PCG Component
In Chapter 2, you learned how to craft your own procedural content generation (PCG) graph, incorporating various static meshes into the PCG Volume spread across the landscape. Now, in this chapter, we shift our focus to constructing a custom PCG Blueprint and integrating it with the PCG component.
In this section, you’ll discover how to create a PCG Blueprint that utilizes the Point Loop function to spawn static meshes. You’ll learn to combine different override functions to create unique spawning arrangements of static meshes, ensuring even distribution across the PCG volume.
Initially, you’ll engage in a detailed tutorial to master crafting an independent Blueprint, which is a vital skill for those aspiring to develop unique PCG components that are compatible with the level maps inside Unreal Editor. This approach not only equips you with the knowledge of how to construct a custom PCG component, but it also opens up...