Procedural Content Generation and Landscape

I’ve been experimenting with UE5.2’s Procedural Content Generation tool and I can’t seem to project my points on the flat part my landscape and not on the steep cliffs. The Landscape was created from an imported height map and contains 8 edit layers. Any ideas what could be wrong? I’m using a density filter based on the landscape normals as shown in this turorial at 20min:


I’m having the same issue.

For now, I want to generate rocks only on the flatter landscape, not on the steep cliff faces.

I’m using the same setup [NormalToDensity]->[DensityFilter], but all my fiddling and tweaking of the values produces no real effect. The result now is either all-or-none.

FWIW: It was hard to find your post. Having a keyword like “slope” or “cliff”, or something similar in the title would have made for an easier search.

Quick Update:

I just had a flash of insight! I figured it out (at least for me).

I had my density filters coming after [TransformPoints]. I moved the transform and it works.

My node chain is now this:

Input > PointFilter (rock) > NormalToDensity > Density Filter (lower bound 0.9) > TransformPoints > SMSpawner > Output

hey thanks for the reply I’ll try get back into it try :slight_smile:

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