Place Blueprints with Foliage placer - A definite must!

Hey guys! This is a bit of a cross-post from the Answer Hub, as I was looking for more info on this.

So, there’s a million reasons to place blueprints en masse, but one that is probably pretty common for devs is interactive trees or grass - chopping, lighting on fire, mowing, whatever. Looked around a bit and found this…

https://answers.unrealengine.com/questions/48756/place-blueprints-with-the-foliage-tool.html

It’s apparently one of the most voted for trello items under Blueprints on the UE4 roadmap board. I guess it was aiming for around December, but I haven’t heard anything about it. Is there any progress from the UE4 team on this one, or any concrete plans/timeframes on this yet? We’re currently looking at building a plugin for UE4 to rapidly place trees (for our purposes - a complex tree cutting system) all over hundreds of square kilometers of our open world map.

Just looking for options before we dive right into it. I apologize if this counts as a duplicate/repeat of the old thread/answer hub question, but I hope it’s worth at least laying out and providing some more info for people. This would be an AWESOME feature!

Thanks for reading!

Hi Zaggoth,

This has been on the cards for a long time. We’ve completely overhauled foliage for 4.7, introducing a single hierarchical instanced static mesh component that can efficiently render hundreds of thousands of instances. For 4.8, that component will be a Blueprintable type, and painting foliage with that type will then allow the foliage to be manipulated with a Blueprint-exposed API to conveniently manipulate, add, remove and replace instances, respond to events etc.

Please let me know if you have some specific requirements or ideas, or if you think that won’t cover what you’d like to do.

Cheers