πŸ“¦Random Assembly Definition

This is the main Data asset you will need, it's pretty simple as it has only three entries;

  • The PCG Data asset entry

  • The Dictionary of variants you want to apply on the PCG Data Asset, where the keys are the target tag(s).

  • The static mesh spawner settings node (which can be overridden per variant).

Variants and their target tag(s).

You can create a new Random Assembly definition by using the "Create Assembly Definition":

From the button on the BP Random Assembly actor:


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