Foliage Placement in UEFN

Is there a better way to place foliage other than dragging it out of the content browser a 10000 times? There is no foliage tool, foliage type assets are not allowed in UEFN, and there is no tool to paint the prop foliage that comes with UEFN. So, what we have to do is place every tree type, bush type, and every grass patch BY HAND. Imagine covering a 2k by 2k map in grass by hand. If anyone has any fixes or work around please let me know

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Grass type in Material ?
Procedural Volumes?

Wondering if I anyone has any insight, here, myself, as I’m also a bit stuck. Dug into the documentation first and it appears to not be accurate for the Foliage tool.

UEFN docs point to Unreal docs for this feature, Unreal docs say it’s in both, just might look different.

Unreal docs:

Notably, the Foliage tool is not present in the drop down in UEFN.

Is it just hidden somewhere else? Are we just stuck placing each foliage object by hand?

Hi Capitan Punch, Welcome to the Forums,

I just wanted to confirm that the Foliage tool does look to be missing in UEFN. I’m not sure specifically why. (In my mind, it’s just a tool for placing/managing instanced static meshes)

You’ll see it in that drop-down if/when it gets re-enabled.

Thinking in the long term: I imagine the new ‘Procedural Content Generation’ tool will make it’s way into UEFN before too long. (Different system, but seems like it could be a good alternative to Foliage tool)

are you still having issues ? I built a forest in like 3 hours completely random placement

After a year from the last answer: is there a way to create a forest that can be harvested, other than manually placing tree instances? Or at least duplicate harvestable trees with random scale?