Hi guys, I’m currently in the process of making my very first game. I’m making an endless runner since I figured it’s a good place to start and learn the program. I am creating the platforms as the character runs using blueprints and platforms I have created. I wanted to create a forest area, and was wondering, is it possible to apply Landscape Grass Type to static meshes? I would like to generate a grass field as the characters runs, but doing it through individually placed grass bunches just causes too many draw calls, so I figured the environment foliage tools would help. It doesn’t seem like it’s possible to apply them to the blueprint or static meshes, or at least I couldn’t find any information on it online. Does anyone have any suggestions, or a way for me to create a grassy field without a large amount of draw calls? Thank you very much!
Sorry, but I don’t think it’s possible, they say so in a twitch. That’s why in kite demo there’s no grass in some places.
I can paint landscape on static meshes :eek:
try shearching for instances because the foliage is using it and it reduce draw calls
I believe the author was talking about the new landscape grass tool in material editor
Thanks for the help guys! Yeah, if possible I would love to use the grass tool in the material editor with the Landscape Grass Type, but be able to place where I want. Another way I was thinking it could work is if I had the terrain a little bit bellow the static mesh, basically hidden away, but I couldn’t find a way to tell the terrain to be exactly certain sizes. Right now I made extra large clumps of grass, which has definitely reduced draw calls, but it doesn’t look nearly as good as with the Environment Grass Type.
You can specify for each foliagetype on which geometry the foliage painting will apply: there are checkboxes for landscape, static meshes, BSP…in the foliage menu.
Oh cool! Do you know if it’s possible to use it inside a blueprint actor?