Quick answer: Unreal PCG graph rebuild producing different output despite identical inputs? Non-deterministic randomness - seed via the PCG graph parameter, not implicit time-based.

Designer regenerates the same PCG volume twice; gets different placements each time.

Seed deterministically

PCG graph's seed parameter. Same seed = same output. Bake the seed into the volume's overrides.

Or use named seeds

Per-volume seed name; map to a deterministic value. Designers can choose; output is reproducible.

Audit randomness sources

Each random node: deterministic or not. Mixed sources = mixed determinism.

“Randomness without seeds is non-deterministic.”

For shippable PCG content, the deterministic seed is mandatory. Document the seed convention.

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