How to place Blueprints with foliage tool (4.9)

Hi, I have just learned, that since v4.9 Unreal Engine is able to work with blueprints in the foliage tool. (from the release notes):

So far, so good. But I can’t get it working.

I have to admit, that I only have a few weeks of experience with ue4. So, sorry for that probably stupid question.

Regards

Chricken

As far as I understand it, you can just place a special kind of blueprint with the foilage tool:

In your foliage type you can choose/add a foliage instanced mesh component -> in there you can add actions like hit or damage events :slight_smile:

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That would be enough for me, because I want the same as anyone else: Grass, that reacts on actors.
Is there any kind of tutorial about that?

's Free Foliage Kit actually does this. You can download it from the link in his signature.

But my method works with materials and you can create a better effect with blueprints (but probably it wont be so good for the performance) :slight_smile:

@chricken -> as far as I know there are no tutorials about that around (as it’s a pretty new feature -> 4.9) so just do it the “try and error” way -> but basically you just have to get an “on overlap” event + use a “set rotation” node and rotate it with a timeline.

Could also get really advanced with it and create bones for the individual blades of grass/part of the plant and set up the blueprint to move the bones on contact. I saw someone do this to great effect in the engine, but I would avoid doing this with grass that is going to be clustered on the ground as it would without a doubt be very costly in terms of performance.

I’ve not been able to get any of the stated functionality out of these blueprints. Hit and Damage events? Yes, there are nodes for these things but they appear to be only for show.

Does an example exist, anywhere?

All though i have no idea how he does it, i saw that Tooner did this, shown in this video: ?v=h37nfaIfisU

I’d be very interested in knowing how that can be done and how much performance will suffer. Hope someone can come up with some good theories on how to achieve this :slight_smile:

Is this not just some spawning trickery after a trace from an instanced static mesh and index?

I thought about that too, but looks like there’s a custom class selected when painting the foilage, so i thought it was something in there. I won’t have access to my ue4 stationary pc for a week, so i can’t experiment with it, but will try when i get back.

Yeah, I’m gonna go ahead and necro this. I’ve been trying to get this feature to work for hours today with no luck; we’re at 4.16 now and there are literally no examples/cases of anyone getting this feature to work. Why?