Procedural Landscape from Shader Graph w/ Geometry Clipmaps BP/C++

Today i added spawnable meshes, also compute on the gpu, goal is to have as many spawning options as the procedural foliage system from unreal, but for now there’s only the slope constraint working. (If ground normal is within A-B range you can spawn).

Still need to add the ‘align to normal’ shader logic, as everything is pointing up for now. The code part is done, so it’s purely the shader logic to implement, you can even figure it out yourself.