What problem does it solve?
Placing trees, grass, bushes, and rocks across a level by hand is slow and inconsistent. This Skill automates foliage type creation and instance scattering in Unreal Engine through the FoliageService, with reproducible seeds, surface tracing, and paint-layer-aware placement.
Core Features & Use Cases
- Foliage Type Creation: Build persistent, reusable UFoliageType assets from any static mesh with custom scale ranges, slope limits, alignment, and cull distances.
- Scatter & Placement: Scatter instances in circles or rectangles, place at exact coordinates, or restrict placement to painted landscape layers above a weight threshold.
- Query & Removal: List foliage types, count or query instances in a radius, and remove foliage selectively or clear an entire level.
- Use Case: Populate a terrain with a multi-species forest by scattering oak, pine, birch, and bush meshes with different densities and scale ranges using a fixed seed for reproducible results.
Quick Start
Use the foliage skill to scatter 200 instances of /Game/Meshes/SM_Tree_01 within a 5000-unit radius at the origin with seed 42.