rdInst Tutorial 10.2 – Local PCG Spawning


With the GPU Mesh spawning in PCG you can spawn basic meshes very fast – they lack things like collision though, so it can be useful to swap them in proximity to collision enabled instances when close. You can achieve this by hiding the PCG GPU meshes with a material function to move via WPO beneath the landscape within a radius, and use the Spherical Difference Population in the rdSpawnActor to spawn the collision based meshes.

This tutorial will be expanded upon when the PCG GPU instancing gets a bit more robust.