PLUG Tools
PLUG Tools
Spawners
The Spawners Widget will be your best friend when it comes to populating your Cells and Dungeons with Objects.
There are two types of Spawners in PLUG, Blueprint and PCG.
The Blueprint Spawners are for targeted, specific spawns, where you need an exact amount to spawn. Currently, it is also the only way to spawn Actor classes. This functionality may come to the PCG Spawner in the future. This makes the Blueprint Spawner ideal for spawning items, enemies, and other interactable Objects into your Level.
The PCG spawners are primarily for spawning a large amount of objects, quickly. This makes it ideal for the background and clutter elements you'll use in your Level. They are currently restricted to Mesh Objects only.
​
Both of these Spawners can be used with or without a Cell Block. However, some settings and menus will be disabled if a Cell Block is not detected. I've used these tools many times myself to aid in spawning a large amount of objects, and save those settings to be used again later, for cinematics.
​
There are 5 modes in the Spawners Widget: 3 Global Modes, which are the same between both Spawners, and 2 Unique Modes, which change depending on the Spawner Type being used.
​
Let's start with the Global Modes.
The Bottom bar has a few familiar buttons and a few new ones.
The bottommost three buttons are the universal Widget buttons contained in the other main Widgets. They reset the Widget while cleaning up assets, take you to the documentation (here), or take you to the Discord, respectively.
The top row of buttons are new. The first will Destroy the currently selected Spawner. The Test Spawn button (only available for the Blueprint Spawner Type) will allow you to preview the selected Spawner with the current settings, or to Stop the Test Spawn.
The Make Offline button allows you to bake the spawned Objects into the level, and can be used with both Spawner Types. The Temp and Perm buttons allow you to select whether the Spawner will be cleaned up by the Widget or Dungeon automatically (Temp) or if it will be ignored during Clean Up (Perm).
There are two Global button bars that are always available, no matter what Mode you're in or what Spawner Type you're using. The menus will automatically be hidden when your mouse isn't hovering over it.
The Top bar allows you to select between the 5 different modes. It also allows you to select which Spawner you're adjusting (if you have multiple in you're level) and to rename the selected Spawner.
Spawners
Global - Bars
Spawners
Global - Markers
Before diving into the Modes that directly relate to the Spawner, let's start with the Markers Mode.
​
The Markers Mode allows you to place Marker blueprints in your Level that can hold Tags, and they have a number of other options. They can be used by the Solo Spawner to attach specific Objects to, and by the MultiSpawner to attach entire Spawners to, among other things.
Starting with the row at the top, you can select the Marker you're adjusting on the left, and you can rename the selected Marker on the right.
The three buttons on the right allow you to Add a new Marker to the Level, Remove the selected Marker, and Save the current Transform of the Marker to the blueprint. The Save Transform button only needs to be clicked if the Transform of the selected Marker is manually adjusted in the Editor, outside of the Widget.
The Use Selected Actor button in the top center will copy the Transform of the Object you currently have selected in the Editor and paste it to the Marker blueprint. Below this button there are Transform settings for the Marker.
The Distance Scale button allows you to automatically scale the size of the Marker based on the distance from the camera In-Editor. If enabled, the Scale Transform will be overriden by a Max Distance Scale, which will scale the size of the Marker up to this amount based on distance. This is especially useful when using Markers in the traditional way, as an ACTUAL marker.
Below the Max Distance Scale button is a setting to change the image that will be displayed on the Marker. This can help you easily distinguish between the many you may have in your Level.
At the bottom, there is a Go to Marker button that will move the camera in-editor to the Marker's location. Especially useful when using the Markers as actual markers.
​
The right side of the Markers menu allows you to add and remove Tags to the selected Marker. The functionality of this should be familiar and straightforward.
​
Below is an example of how the Markers can be used without Tags, to mark places in your Level, allowing quick distinction and navigation.
Spawner
Global - Create
The Create Mode allows you to select between the two main Spawner Types and spawn a new one into the current Level.
Currently the Procedural Content Generation, or PCG, Spawner Type only has one Subtype: Mesh. This Subtype will only allow Mesh Objects to be used.
The Blueprint Spawner has two Subtypes: Actor and Mesh. Each Subtype will allow you to spawn the respective type of Objects. You can toggle between the two Spawner types by clicking the big Switch button.
Once you've selected your Subtype, click the Create Spawner button below to spawn a new Spawner into your Level or Cell.
Spawner
Global - Collections
While the Collections Mode is a Global Mode, and largely the same between the two main Spawner Types, there are a few differences which will be outlined throughout this section. Let's start with the universal settings.
Collection Blueprints are a way for you to save a group of Objects, with specific settings, to be reused in multiple Spawners. Collections are universal, meaning they can be used with both Blueprint Spawners and PCG Spawners. You only need to create the set of Objects once.
The topmost row of the Collections Mode allows you to select or create a Collections blueprint. The button on the right allows you to Save the Selected Collection.
​
Below this are two buttons that allow you to add Objects. The Add Slot button will add a single slot to the Selected Collection, allowing you to select an Object and adjust its settings. The Add From Folder button will take the Folder currently selected in the Content Browser and search for all Objects of the relative type for the selected Subtype. If using the Mesh Subtype, it will search for Mesh Objects. If using the Actor Subtype, it will search for Actor Classes. It will then create a Slot for each object.
​
Within the Slot we have a number of settings. The Radius setting allows you to adjust the saved Radius for the Object. This Radius is used by both Spawner Types for a number of things, namely their Collision and Removal checks. When an Object is initially selected the Widget will automatically select the most ideal Radius for the Object, but you can adjust this if necessary.
​
The Object setting allows you to change the selected Object for this slot.
The Weight setting allows you to set the Selection Weight for this particular Object, which can be used by both Spawners when using a Random Weighted Selection Type.
​
Below Radius, there is a button to enable or disable collision for the selected Object. Currently, this is only used by the PCG Spawner.
​
To the right, there is another button to enable or disable shadows on the selected Object. Currently, this also can only be used by the PCG Spawner.
​
The X button will remove the respective Slot from the Collection.
By clicking the Tag button on the bottom left, you'll be taken to the Tag settings for the Slot. This allows you to add Tags to each individual Object once it is spawned. This works for both Spawner Types. You can add the typed Tag by clicking the Add Tag button, and you can remove a Tag by clicking the X button next to it.
​
Finally, if using the Blueprint Spawner and using the Mesh Subtype, there will be a Use Instanced Meshes button at the bottom of the Collections Mode. This will allow you to switch between spawning standard Static Mesh Objects and Instanced Static Mesh Objects.
​
If using the PCG Spawner, there will be a column of buttons on the right that will allow you to switch between the three layers for the Spawner.
Spawner
Unique - Blueprint Settings
With the Global Modes out of the way, let's start digging into the Unique Modes.
​
Both the PCG Settings and Blueprint Settings allow you to Load and Save blueprints, allowing you to recall specific setups at the click of a button, or to assign the settings to a Cell Block or Dungeon. You can do this using the top row of each respective Widget.
​
We'll start with the Blueprint Spawner Settings. The Blueprint Spawner has 5 different Modes, one of which is only available if a Cell Block is detected.
Unique - Blueprint Settings
Main Mode
The Main Mode hosts all of the base settings for the Blueprint Spawner, letting you decide how many Objects are spawned, where they will be spawned, and the Seed of the Spawner.
At the top there is a button to Enable or Disable the selected Spawner.
Below this is the Auto Size button. This is only available when a Cell Block is detected, and will match the size of your Spawner to the size of the linked Cell Block. If this is Enabled, the Box Extents will be replaced by a Cell Multiplier, which will multiply the size of the Cell Block by the multiplier and use that for the Spawner Size. If it is disabled, the Box Extents will dictate the size of the Spawner.
​
Below the Box Extents are the Spawn Amount settings. There is a Minimum and Maximum option. If Max is smaller than Min, only Min will be used for the Spawn Amount.
​
Below this is a Cell Size Spawn Multiplier button. This is also only available if a Cell Block is detected. If this is enabled, the Spawn Amount will be multiplied by the average of the Cell Size Multiplier of the linked Cell Block. This can allow you to have consistency when using the same Spawner across multiple different Cell Blocks (of the same Class) with different sizes.
​
Below this is a Selection Type setting. This allows you to determine how the Objects within the linked Collection(s) will be selected.
​
At the very bottom is a Seed setting. This allows you to select a specific Seed for the Spawner to use every time it spawns. If it's set to -1 the Seed will be randomly selected each time the Spawner runs.
​
Above the Seed setting is the Location Type setting. This determines where within the Spawner Box the Objects will be spawned. The options are:
Center: Objects will be spawned in the bottom, center of the Spawner.
​
Random Box: Random locations within the Spawner Box will be selected.
​
Surface Trace (pictured below): The Surface options selected on the right will be used and random locations will be selected on each. Spawns will be evenly spread amongst all selected Surfaces. Green indicates a selected Surface.
​
Markers (pictured above): This option allows you to add Tags to the Spawner. The Spawner will then search for Markers containing these Tags to attach Objects to.
​
Ground Center Cull: This setting is a Surface Trace with only the Bottom Surface selected. In addition, the higher the Cull Amount is (from 0-1), the more Objects will be pushed towards the outside of the Spawner Box. This can be useful for lining the outside of your Cell with Objects.
Unique - Blueprint Settings
Collision Mode
Collision Mode has two Menus and two Submenus. The Avoid menu allows you to adjust which objects, if any, will be avoided when the Spawner runs. The settings in the Snap menu allow the spawned objects to snap to the specified Object Types. You can change between the two Menus using the button at the bottom.
​
Within each Menu are two Submenus: Object Types and Settings. Let's start with Object Types. The Submenus can be switched at the top of the Widget.
​
The Object Types settings are the same for both Types. The left side allows you to select which Object types will be searched for when spawning objects, while the right side allows you to select Actor Classes that will be ignored during this search.
​
The Settings menu allows you to adjust the settings for the Collision Search. At the top, left of this menu is the Size setting. In Avoid Mode, this will become the Radius Multiplier and scales the Radius size of the Objects from the Collections Menu. In Snap Mode, this controls the length of the Line Trace that is done to detect Objects to snap to.
​
Below this is a Debug setting, to allow you to visualize this Collision Check.
​
At the bottom, left is a Location Check Offset setting. This adjusts the Vertical Offset for the Collision Check.
​
On the right you have options to Add and Remove Tags to search for when doing the Collision Check.
​
In Snap Mode there are two additional buttons at the top. One allows you to Enable or Disable Snap Mode. The other determines whether the Rotation from the Traced object will be used or ignored.
Unique - Blueprint Settings
Advanced Mode
The Advanced Mode allows you to adjust more obscure settings on the Spawner.
The top left setting allows you to Shrink all Spawned objects towards the bottom, center of the Spawner. The higher this number is (between 0 and 1), the closer to this point the Objects will be moved.
​
Below this are Transform Offsets, with Minimum and Maximum values. A random value between each Min and Max vector will be selected for each set. The Scale settings are Uniform Scales.
​
At the very bottom, left are three menu buttons for Random Rotation Array settings. Clicking the button once will show the respective settings on the right. Clicking it a second time will Enable or Disable the selected Random Rotation Array. If a Rotation Array is enabled, the Spawner will randomly pick between the added options when spawning Objects.
Unique - Blueprint Settings
Initialize Mode
Initialize Mode lets you determine the conditions in which the Spawner will start running.
The first option is Time Initialization. This allows you to set a Delay before the Spawner starts. If this is set to 0, the Spawner will start immediately.
​
The second option is Overlap Initialization. At the top of this menu is the Initialize Overlap Extents. This lets you set the size of the Initialization Box, centered on the Spawner. Below and to the left are the Overlap Inclusion Slots. These allow you to specify which Actor Classes, and how they will be searched, can initiate the Overlap. You can add multiple Slots for this. To the right you can specify which Collision channels to interact with, in addition to the Actor Classes to search for.
​
The final option is Event Initialization. If this is selected, the Spawner will not run until one of the Spawner Start Events are called via blueprint. With a reference to the Spawner, you can call the Interface Events 'Start Spawner Call' and 'Start Spawner Direct', or you can call the 'Delay Start' Event.
Unique - Blueprint Settings
Difficulty Mode
Difficulty Mode is only available if a Cell Block is detected. With these settings, you can adjust how the Spawner will interact with the Dungeon it's attached to.
​
The Difficulty Requirement allows you to adjust a Minimum Index or Percentage of the Path the Spawner will be allowed to Spawn in, as well as the Maximum value. You can toggle between Index and Percentage settings by clicking the respective buttons. This can be used to prevent the spawner from spawning in the first half of a path, for example.
​
The Difficulty Probability can add a random chance the Spawner will run at all. This will scale from the Start Probability at the beginning of the Path to the End Probability at the end of the Path.
​
The Difficulty Multiplier will adjust the Spawn Amount based on the Difficulty of the attached Cell Block. A difficulty of 0 coincides with the Start Multiplier and a difficulty of 100 coincides with the End Multiplier.
Spawner
Unique - PCG Settings
On to the PCG Settings Widget. When using a PCG Spawner Type, you'll be using this Widget to adjust the settings.
​
There are 5 Main Modes for this Widget, and three Global Boxes that are available in every Main Mode. Let's go over them.
The Top Box, similar to the Blueprint Spawner Settings, allows you to Load and Save a Settings Blueprint. This one only allows PCG Settings blueprints, however.
The Side Box on the right allows you to do a few things.
At the top there is a Debug option, which allows you to Enable or Disable the Debug Cubes in the Editor. If enabled, you will also have access to a Multiplier for the size of the cubes. A value of 1 will match the Bounds of the Object.
​
Below this is a Seed setting. As usual, if set to -1 the setting will be randomized every run.
​
The bottom section hosts buttons that allow you to select which Layer is currently being adjusted. More on these later.
The Bottom Box allows you to select between the 5 Modes, which will be covered in further detail in the following sections.
When not hovered, it will show the current mode and a Point Count for the currently selected Mode.
Unique - PCG Settings
Input Mode - Box Settings
Input Mode holds the settings that control how the initial PCG points will be created, as well as the Box Size of the Spawner, and how the Spawner will be initialized..
Let's start with the Box Settings.
The Box Settings menu allows you to adjust the size of the Spawner and control how it will initialize.
​
At the top, there's a Match Cell Size button as well as a Cell Size Multiplier setting. These are only available if a Cell Block is detected. The Cell Size Multiplier setting has a Min and Max value (which can be toggled using the button on the left). If the Max is less than the Min, it will be ignored. This is determined per value instead of as a whole.
​
Below these settings are the Box Size Settings. These also have a button to toggle between Min and Max and follow the same rules as above, but control the default size of the Spawner.
​
Below this is the Vertical Offset setting. This also has a Min and Max option, following the usual rules. This setting offsets the height location of the Spawner Box.
​
Towards the bottom are the Initialize settings. These control how the PCG Spawner will be started. The options are:
Time - This has a single Delay setting that determines how long the PCG Spawner will wait before running, in seconds.
​
Overlap - The PCG Spawner will wait until one of the specified Actor Classes overlaps the Overlap Box. There is an entire menu of settings for this, pictured below.
​
Event: The Spawn PCG function must be called before the PCG Spawner will run.
​
Finally, at the bottom is the Object Selection Type. This determines how the Objects from the linked Collection will be selected.
​
Unique - PCG Settings
Input Mode - Surface Settings
The Surface Input menu allows you to enable the Surface Sampler input. This input does Line Traces in the specified directions and searches for the specified Object Types and optional Tags.
There are two menus with the Surface Input menu, Settings and Tags. The two buttons at the top of this menu allow you to switch between the two.
​
Starting with Settings (pictured above) we have Points as the first setting. This is the target amount of Points (Objects) that will be spawned. This is not a precise value, but it will get as close as possible with the current settings.
​
Next to this is another button, which allows you to switch between sampling Meshes and sampling Landscapes.
​
Below this is a row to select which Object Types the sampler will search for to spawn Objects. Green indicates a selected Object Type.
​
At the bottom is a row to select the direction the Line Trace will go. For example, selecting the Top option will start a line trace from the top of the Spawner Box down to the Bottom, stopping if it hits a qualifying Object.
​
The Tags menu (pictured below) allows you to add an additional layer to the search. Once the Surface Sampler finds an appropriate object, you can also have it search for specific Tags to qualify the object. You can adjust the Tags it will search for (if any) through this menu. There are two submenus within the Tags menu, Keep Tags and Avoid Tags. These menus allow you to add Tags for each respective search.
Unique - PCG Settings
Input Mode - Fill Settings
The Fill Input searches for the specified Object Types and fills their bounding box with Objects. This menu is very similar to the previous, Surface, menu. The major difference is that the Fill menu has no Direction settings.
It also has a Cube/Sphere button instead of the previous Mesh/Landscape button. This button allows you to fill the entire bounding Cube or the bounding Sphere for the detected Objects.
​
A final note, the Fill Input will try to evenly divide the number of points amongst all detected Objects, regardless of size.
Unique - PCG Settings
Input Mode - Spline Settings
The Spline Input menu can sample either External Splines placed in the Level or the Internal Spline built in to the PCG Spawner.
Let's dive in!
For both External and Internal Splines, there are 5 Modes to pick from. They are:
​
Spline - This samples points directly on the Spline, and has only one setting: Density Subdivision/Distance. This controls how many points will be spawned, and you can choose between a distance based density or an evenly-divided density.
​
Horizontal -
​
Vertical -
​
Volume -
​
Interior - Samples points on the inside of the sampled Spline. This requires the Spline to be closed loop. This Mode has two settings: Interior Sample Settings ,which is equivalent to the previous Density setting and controls how many Points will be spawned, and Interior Border Sampling, which controls how close to the edge, or the spline, these points can be spawned.
The External Spline Settings menu is only available in External Spline Mode, toggled by clicking on the Internal Spline button at the bottom.
Here, you can add Avoid and Keep Tags, which you should be very familiar with at this point, and define the Number of Points that will be sampled.
​
The Number of Points specified here is the resolution of the Spline(s) that will be sampled, and the Spline Settings are added on top of this. As such, it's a good idea to only raise this number as much as needed to get the intended definition of the Spline.
Unique - PCG Settings
Object Transform
Object Transform Mode allows you to adjust the Transform for each individual Object, as well as select which Objects will spawn additional Objects around them.
At the top of this Mode, you can select between each of the Objects in the linked Collection.
​
Below are the Transform Settings for the selected Object. There are Min and Max values for Location, Rotation, and Scale. A random setting will be selected for each between the Min and Max values.
​
To the right is an image of the selected Object, and below is the Spawn New Layer button. When this button is On, an additional layer of points will be placed around this Object everywhere it's spawned. These additional points can be adjusted by selecting the Secondary or Tertiary Layer buttons on the right.
Unique - PCG Settings
Global Transform
Global Transform Mode is similar to Object Transform Mode, except it adjusts the Transform of all Objects (in addition to their individual Object Transforms). It also has a few additional settings.
As mentioned before, the Transform settings here are the same as the previous Mode so I won't go over them again.
The buttons on the right allow you to adjust whether these Transform Settings will be Relative or Absolute. This becomes especially important as you get deeper into the layers.
​
Below these is a button that allows you to turn Uniform Scaling on or off. If Uniform Scaling is turned on, The X value, the first in the row, will be copied to the other two values, allowing you to adjust all three values simultaneously.
​
At the top is a bar allowing you to adjust the Projection settings for the Spawner. You can enable Projection Location, Rotation, and Scale individually.
​
There are also two buttons which allow you to access two submenus: Settings and Tags.
The Settings submenu allows you to adjust the individual settings for the Projection.
​
At the top left you can toggle between Line Trace and Box Trace mode. Box Trace is more expensive, but more accurate in some cases.
​
Below this are Smoothing settings. Each setting ranges from 0 to 1 and at a value of 1, there will be no projection. This allows you to blend the original Transform with the projected Transform.
​
To the right of this are the Object Type settings. These determine which Object Types the Projection Trace will look for.
​
At the bottom are the settings that control the actual Line or Box Trace. The Trace Offset will be the starting point for the Trace and the Trace Length is the ending point for the Trace. The Vertical Offset allows you to vertically adjust the final position of the Object, after the Projection.
​
The Tags menu is exactly the same as it has been in other Modes, so it won't be covered here.
Unique - PCG Settings
Density & Prune
Density & Prune Mode allows you to adjust the Density settings for each point as well as how overlapping points will be handled. The Density of each point can interact with a few settings in the Global Settings Mode.
​
It has 3 menus: Density, which holds the Density settings, Noise, which allows you to randomize the Density, and Prune, which controls how overlapping points are handled. You can switch between the Modes using the buttons at the top.
Starting with Density, at the top left there are two settings to adjust the Center Point of the Density falloff. The Density will be highest at the Center Point. To the right you can choose if the falloff will be 2D, where height will not change the falloff, or 3D, where the falloff will be calculated purely on distance.
​
Below this are two setting that control the Minimum Length and Maximum Length of the falloff. This is how far from the center point the Density falloff will stretch. Below this are a Minimum Fade and Maximum Fade setting, which control how smoothly the transition happens for the falloff.
​
Finally, at the bottom there is a button to enable or disable Clamping, which will keep the Density of each point between a value of 0 and 1 if enabled.
The Noise menu allows you to randomize the Density for each point, and has 5 modes. They are:
​
Set - This mode will ignore previous settings and set each point randomly to a value between the Min and Max value.
​
Minimum -
​
Maximum -
​
Add - This will add a random value between the Min and Max values to each point's Density.
​
Subtract - This will subtract a random value between the Min and Max values to each point's Density.
​
At the very bottom is a button that allows you to Invert the Density of each point. Instead of removing points from the Center you can Invert the Density and remove points from the outside.
The Prune menu allows you to control how points that are close to each other or overlapping will be handled. It also has 5 modes, which can be selected using the buttons at the top, and they are:
​
Large to Small - The points with a larger scale will be removed first.
​
Small to Large - The points with a smaller scale will be removed first.
​
All Equal - Which overlapping points will be removed is randomly selected.
​
None - No points will be removed in this step.
​
Remove Duplicates - Only removes duplicate points.
​
Below the Mode settings is a Similarity Radius. The higher this value is, the more equally weighted similarly sized points will be.
​
Below this is a Bounds Modifier. This allows you to adjust the size of all points globally during this pruning process. The bounds are reset after this step.
​
At the bottom are two buttons. Randomized Pruning will additionally randomize which points are pruned and Cull Points Outside Box will remove any points that fall outside of the Spawner Box.
Unique - PCG Settings
Object Transform
Global Settings Mode has two menusL Settings and Remove Object Tags. Settings allows you to adjust a few settings that will affect all of the points created. Remove Object Tags allows you to add Tags that the Spawner will avoid.
Starting with Settings, At the top is a Density Reduction setting, with Minimum and Maximum Values. The higher this value is, the more points will be removed, starting with lowest Density points. A random value between the Min and Max values will be used for the removal chance. If the Max is less than the Min, it will be ignored.
​
Below this is Scale Reduction, also with Min and Max settings. It functions the same as the Density Reduction setting, except it adjusts the Scale of each point based on it's Density. The higher this number, the smaller low density Objects will be.
​
Next we have Path Spline Bounds. This controls the how far away from any detected Path Splines Objects will be removed. This can help you prevent certain objects from spawning on a or near a Path that may otherwise block it.
​
The Opening Bounds setting is below this, which functions exactly the same as above, except dealing with Openings instead of Path Splines.
​
Finally, there are two settings at the bottom that control an overall Center Cull. Each value in the Center Cull setting controls how far points will be removed from the Center for each axis. You can adjust the Max settings by clicking the Center Cull Amount button.
​
Below this, you can Offset where the center point is within the Spawner Box, with Min and Max settings.
In the Remove Object Tags menu you can add and remove tags that the Spawner will search for and avoid any Components holding these tags. You can control the bounds for each Tag search to the right of the Tag.
Unique - PCG Settings
Additional Layers
As mentioned previously, when you enable the Spawn New Layer setting for an Object, a new Layer of points is created, spawned in a grid around the original point. These new Layers have most of the same settings as the Primary layer, save for a few exceptions.
​
For one, the Secondary and Tertiary Layers only have one menu for Input Settings.
The Previous Points settings allow you to control how many points are created around the original point and how far they will be spaced.
​
At the top is the Previous Points Ratio, a value between 0 and 1 which allows you to reduce the number of base points randomly.
​
The Center setting allows you to offset the new points from their original points.
​
The Density is a multiplier for each axis and controls how many new points will be spawned, in addition to the Previous Points Ratio above.
​
The Spacing setting controls how far each point will be spawned from the original point.
​
Cull Points Outside Volume allows you to remove any points that fall outside of the Spawner Box.
​
Finally, the Object Selection Type at the bottom allow you to control how the Objects from the linked Collection will be selected.
Second, the Density Menu only has one setting, Distance. This controls the Density falloff distance from the original point.
​
Third, Instead of having a Center Cull setting in the Global Settings Mode, they have a Remove Previous Bounds setting. This controls how objects close to the original point will be handled. The higher the value is, the more points will be removed around the original point. This can help remove any overlapping points the secondary grid points create.