How to enable collision on nanite trees spawned using instanced skinned mesh spawner in the pcg graph

Need collision on nanite trees with line traces but it doesn’t seem like there is an easy way to give the nanite trees an accurate collision mesh.

Don’t. From what you using to generate the point-set (grid) to spawn your trees, you can reduce the grid-size with a ChangeGridSize node so it’s only immediately around the player (remember the grid-size refers to the spawning-distances if you are using runtime-spawning), and you spawn invisible collision meshes on the same point(s) as the trees nearest to the player. They then despawn as you move away per the grid-sizing earlier. This way, visually, the trees are just-there where you need them (to the horizion) but collision is only immediately-around players, bullets, arrows, etc; things that might need them.

refer to this guy’s video series; he helped create PCG itself. I THINK it’s this vid, but unsure where he does exactly what I am describing:

You can add simple collisions:

Unreal Engine 5 Custom Collision Tutorial | Basic, Complex, Custom & Generated Collision Meshes

…or use its complex collisions:

Enable Collision on Nanite Meshes | Unreal Engine 5

If you’ve done all that, check here:

How to enable the collision in pcg forest demo in electric dreams environment - Programming & Scripting / Blueprint - Epic Developer Community Forums