but how do I take the Instanced Foliage Element,
the one I created by painting manually in the viewport, with the foliage tool,
then read the transforms from it via Blueprints?
Does it contain an array with all the transforms per element?
It does, The actor contains a list of instances, like all other HISMC.
So while itās odd that you canāt shift the actor, you can access itās instances and shift them directly too (except computation time wise thatās crazy so donāt).
That would be a cool solution!
But how? which nodes access that array? normally Iād create an array in Blueprints, but where is this array (or arrays since I used more than one element) stored and how do I access it?
I can even get by with way less elements for computation and just spawn 2-3 at each location with some randomization.
I have a plugin on the marketplace that uses most of the nodes youād need (with a different purpose):
Still, you can probably dig into how to do it by searching nodes / docs or c++ like i did to create the plugin.
Itās definitely not the best documented thing, the whole engine is actually quite the opposite, but its not impossible obviously.
From what i remeber, at a base level theres 2 collections.
One of meshes used, one of actual instances.
They two are linked togeter.