IMPORTANT NOTE: THIS TUTORIAL ONLY WORKS FOR UNREAL ENGINE 5.2
Too many things have change in PCG in v5.3 so I will have to redo this video for 5.3 and beyond at some future date.
In this UE5.2 Procedural Content Generation tutorial, I'll show how to set up static mesh variables in your PCG blueprints, so that you can easily swap meshes and try out new ones in your levels without having to edit your PCG Graphs
00:00 - Intro
02:41 - Technical Intro
06:29 - Part 1 - Set Attribute on Mesh Spawner
08:58 - Part 2 - Create PCG Node to assign mesh
13:18 - Execute Node With Context
22:15 - Part 3 - Add variables to main PCG Blueprint
28:47 - Add Relative Scale to PCG Node
34:24 - An example with multiple meshes