Hi, I am using PCG to creak some garden in my scene, and I am getting in trouble to figure out how to cluster some types of vegetation. Is it possible to creat cluster, where you have the same type of plant spawning in part of the cluster, and miss with other cluster without overlapping?
I am 3d Max + vray/corona user, and I can achieve this kind of effect with forestpack plugin and I am looking for a similar solution in Unreal Engine, without manually placing it with foliaged, to raply fill multiple curved gardens.
Hey, have you ever figured it out? I found in 5.6 theres a cluster node, it does adds the “ClusterID” attribute to the points and they do seem clustered, but static mesh spawner doesnt take into account anything, it seems like its placing meshes in sequence e.g. “mesh.index.1” on point “index.1”, “mesh.index.2” on point “index.2”, “mesh.index.1” on point “index.3”, “mesh.index.2” on point “index.4” and so on, you can filter by slusters and put different hard coded geometry in there of course but Im trying to figure out a more robust solution to no vain sadly