This is my scene setup (illustration done in Blender as I am not at my UE PC rn):
I have a surface made of several “modular” static meshes that share UV space and a mask texture. I already managed to distribute points on one of the pieces for testing purposes (I assume using actor tag would distribute points on all of them with the same tag). Now I need to limit those points to the texture mask (which I got in my PCG graph as texture data) in a way that points get scaled down to nothing in gradient area of the texture (edges of the mask).
After that I’d like to spawn grass as foliage instances, in a way that scale of each instance varies slightly, randomly.
How can I do this ? Thanks
P.S. Unreal Engine 5.3 here, but migrating to 5.4 soon.