spawn_pcg_volume
Creates an APCGVolume actor in the editor world with a real cube brush from a specified extent and optionally assigns a PCG graph, ensuring correct bounds for instance generation.
Instructions
Spawns an APCGVolume in the editor world with a REAL cube brush (from extent), optionally assigning a graph. Bounds, origin, scale and brush geometry are RE-READ from the spawned actor, never echoed. Without extent the volume is spawned brush-less (kept for compatibility) and the response says so explicitly, because a PCG component with null bounds generates 0 instances in total silence.
Returns: { actor_name: string, actor_label: string, actor_class: string, has_pcg_component: bool, pcg_graph_path: string, graph_assigned: bool, location: [float], bounds_extent_actual: [float], bounds_origin_actual: [float], actor_scale: [float], has_brush_geometry: bool, brush_poly_count: int, brush_requested: bool, scale_normalized: bool, warning?: string, requested: {...} }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Optional explicit name (skipped if already used in the current level to avoid Rename-onto-occupied crash). | |
| extent | No | Cube HALF-size [x, y, z] in unreal units, each > 0 (same convention as spawn_box_volume / spawn_navmesh_bounds_volume). STRONGLY RECOMMENDED: omitting it leaves the volume with extent (0,0,0) and the PCG component generates 0 instances with no error and no warning. | |
| location | No | World location [X, Y, Z] for the volume. | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] rotation for the volume (default 0,0,0). | |
| pcg_graph_path | No | Optional content path of a UPCGGraph to assign to the spawned volume's PCG component. |