π¦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).

You can create a new Random Assembly definition by using the "Create Assembly Definition":
From the button on the BP Random Assembly actor:

Alternatively you can create the data asset directly from the content browser by selecting Miscellaneous -> Data Asset

And pick the BPDA_RandomAssemblyDefinition Class:

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