Improvements for foliage mode

[=Dan Hertzka;277765]
The procedural foliage stuff will be in 4.8 as an experimental feature. It utilizes either existing Foliage Type assets (formerly “Foliage Settings”) or blueprint classes that inherit from UFoliageType_InstancedStaticMesh. Using Foliage Type assets will add those assets to the palette, using BP classes will create a local foliage type in the palette based on the settings in that class, similar to what happens when you drag-drop a static mesh into the foliage palette.

Nothing yet on executing BP logic during placement or anything, the BP classes currently are just for the convenience of inheriting properties. Also, the normal foliage mode tools do not have any awareness of using BP classes yet (only the “Procedural Foliage Spawner” asset can use them), so “under the hood” it’ll behave largely as before. This was intentional since the procedural foliage stuff is experimental (and therefore completely optional) and we’re not quite sure how we’re going to go about marrying the two features.

-DanH
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So having intractable plants with blueprint functionality is not yet supported with either tool? I know there were talks about being able to place blueprints but it probably wouldn’t make it into 4.8.
Also, do you know if the feature that they talked about during the stream that lets you choose different meshes for different “ages” of a species, is implemented yet?

Thanks!