Hi, I’m trying to get GPU-accelerated, partitioned grass spawning on a UE5.8 Mesh Terrain as we already have with traditional Landscapes. The traditional PCG template requires a landscape so can’t be used for mesh terrain.
I tried creating a simple HLSL Point Generator node that creates a grid of points and then projects them to the MeshPartition using World Raycast which generally works, but when the raycast executes on the GPU some foliage gets projected to the mesh properly, while other foliage ends up hovering meters above the surface:
Am I going about this wrong? How do I get the equivalent of partitioned GPU PCG grass on the new mesh terrains?
