I’ve already made my tutorial on how to interact with foliage at run-time (remove foliage, convert foliage into actor), but I feel that this deserves it’s own thread because I have a different video, and the other thread’s title is for interacting. This tutorial will show you how to place foliage at run-time. Note: This does work if you are using procedural foliage, but after you simulate the procedural foliage, you still need to use the foliage meshes that appear in the foliage tab as your reference for component indexes.
Edit: Have you not seen my 1st tutorial? Check it out here: Interact with foliage at run-time (Cut down trees, remove foliage, etc...) - Community Content, Tools and Tutorials - Unreal Engine Forums
I am currently working on a more visually appealing way to place foliage, if you have played CoD, it is a system similar to the way you place Sentry Guns & IMS’ in CoD, it will only let you place under certain conditions, and the foliage will change colors depending on certain factors. I will post that tutorial here once it is done.
Here is a quick demo of a more visual foliage placement BP that I have been working on, as you can see in the GIF, the foliage is green when it can be placed, and red when it cannot be placed due to it colliding with something. I will also be adding a factor where if the slope is above or below a user defined angle, it cannot be placed.