Drunk On Nectar - A Nature Sandbox Game

So how does your procedural fauna work in a technical way? Are you manually calculating and creating procedural meshes over time using something like Procedural Mesh | Unreal Engine Documentation or do you have individual stem, leaf and fern meshes that you procedurally place on a ‘base’ stem and then you rotate + scale this network of small meshes over time while simultaneously correct the position of the meshes such that they appear to ‘grow’ longer in length?