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[Closed] Procedural Foliage Volume - Custom collision preset

Currently the procedural foliage volume will do a ray trace to check for objects it can spawn the foliage on.
Specifically:

https://github.com/EpicGames/UnrealE…iage.cpp#L4300



InWorld->SweepMultiByObjectType(Hits, StartTrace, DesiredInstance.EndTrace, FQuat::Identity, FCollisionObjectQueryParams(ECC_WorldStatic), SphereShape, QueryParams);


As you can see, it uses the WorldStatic as object type.
I’m using a different collision preset for my landscape, and I’m using a different object type, which doesn’t allow me to use it.

Edit:
Closed since I’ve decided to create a PR for this my self. Editing in case anyone else will stumble upon this.

https://github.com/EpicGames/UnrealEngine/pull/7327