Procedural Plant Creator for Unreal Engine 5.8
Create trees, palms, shrubs and grasses directly inside Unreal Engine. Build an editable plant graph, preview changes as you work, shape branches by hand, then export complete plant meshes for your scenes.
Get Procedural Plant Creator on Fab
Watch the trailer
Build the plant, keep the recipe
- Start with an Empty Graph, Tree Starter, Grass Starter or Bush Starter, or explore editable species and toon presets.
- Connect curve generators, wood skin, leaves, cards and fronds. Shape trunks, branches, roots and foliage in one graph.
- Expose reusable controls through named graph variables. Give placed plants independent seeds and parameter overrides.
- Preview the result while adjusting node properties, so the source remains editable as the plant takes shape.
Shape it by hand
Bend a picked limb while the upper structure follows, or redraw from a grab point while preserving the lower section. Draw trunks, branches and roots with target filters and brush controls. Committed strokes become undoable Hand Modification nodes in the graph.
After changing structural seeds or branch counts, review the affected hand-edit targets.
Export and build your scene
- Export complete Static Mesh plants with generated LODs, or bake placed actors to fixed geometry.
- Use Wind Weights with compatible materials, then re-export or re-bake after changing the graph.
- Explore the separate example project’s showcase, seasonal, forest, marsh and stylized environments.
The UE 5.8 example project is content-only and does not include the paid plugin. Install the matching precompiled plugin from Fab before opening it. Exported meshes are fixed snapshots; profile runtime generation and dense foliage for your target scene. See the Fab listing for current compatibility details.
Documentation, example project and support
Questions about the workflow or your setup? Post them here with your Unreal Engine version and the steps you are following.
Gallery
Native Unreal Engine captures showing node authoring, reusable controls, roots, procedural grasses and editable plant presets. Some distributed source texture atlases were created with generative AI.








