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