PCG Data Asset
First of all you will need a PCG Data asset, it can be created from a right click on a level instance asset in the content browser. Follow these two steps:
1) Create a level instance with a bunch of StaticMesh Actors selected, then right click β Level β Create Level Instance.
A Level instance is a regular Level which can be used in other level (more infos here).

2) Then you can create PCG Data asset from level instance by a right click on the level instance asset in the content browser.
By default it saves it on the same folder with a _PCG prefix. It's perfectly fine but you can of course save it wherever you want.

3) You create a new Random Assembly Defintion and add the freshly created PCG Data Asset in its PCG Asset entry:

You can edit a level instance content directly from the edit button on the level instance actor:

Warning:
If you update the content of the level instance, (tags, or adding / removing actors), you'll need to update the PCG Data Asset accordingly either from:
On the PCG Data asset directly:

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