# How can I make nested foliage?

**URL:** <https://forums.unrealengine.com/t/how-can-i-make-nested-foliage/428590>\
**Category:** World Creation\
**Tags:** Datasmith, workaround, unreal-engine, import, Foliage, question\
**Created:** [July 3, 2018, 8:10am UTC](https://forums.unrealengine.com/t/how-can-i-make-nested-foliage/428590 "2018-07-03T08:10:30Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![antikarin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@antikarin](https://forums.unrealengine.com/u/antikarin)\
**Post date:** [July 3, 2018, 8:10am UTC](https://forums.unrealengine.com/t/how-can-i-make-nested-foliage/428590/1 "2018-07-03T08:10:30Z")

</div>

I am using 3ds max with Forest Pack, and I use one branch to make a bush to scatter around. One “foliage” object to scatter in another “foliage” object. I use Datasmith and it translates the first scatter object, but not the second.

How can I get my nested scatter objects working in Unreal?

For foliage, it is massive amounts of polygon saving using this method and I really want this to work.  
Any workaround is also appreciated.
