Adding instances at random locations on a mesh surface aligned by normal

thank you!
I’m not sure I get what you mean by growing the plant mesh particles using the emitter scale vs the RT. Right now this is the RT being fed into scale mesh size:


The RT is being read in the particle update and should generally work as I can use it with a normal render target that can get switched out via BP and reinitialzing the system
this is the node structure in more detail:



A potential solution I see for the second issue is duplicating a mesh attached to the orignal one that uses the RT as an alpha and spawn the plants in all visible areas like this: UE4 Niagara Generate Particle at Dissolve Edge - Tutorial - YouTube
I’m not sure if that is possible using a opacity falloff in this technique and I would need to have a doubled mesh for each in the scene but it could be a potential fallback solution.

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