Quick answer: Unreal PCG graph showing different placement on every regenerate? The seed is set at the root but child nodes use their own RNG - propagate the seed via the graph's Seed parameter.

PCG-based level dressing was supposed to be deterministic for QA. Each editor restart shuffles the placement, breaking save-game tests.

Wire seed through the graph

Expose the root PCG component's Seed as a graph parameter. Bind every child Density Filter and Transform Points node's seed to that parameter, not to Random.

Use a fixed editor seed

For QA, hardcode Seed = 12345 on the test level instance. The placement will be byte-identical across machines, which is what makes regression tests viable.

Audit with the graph debugger

Right-click any PCG node, Debug This Node. The point cloud preview shows the per-node seed contribution; you'll see immediately which node is unanchored.

“PCG is deterministic by node, not by graph. Determinism flows through wires, not by accident.”

Author a small PCG Seed Macro that fans the seed out to its consumers. Reuse it on every subgraph - cheaper than auditing five wires per addition.