ReScatter v1.2 Update: Improved Fill, Drop, New Toolbar, Surface Filter, PCG, HISM

Hi everyone,

this update focuses on speed, reliability, and cleaner editor workflows for environment scattering inside Unreal Engine 5.

If you are building large worlds and doing repeated placement passes, this release removes a lot of manual friction and adds better performance paths.


What’s New

1. Smarter Top Action Toolbar

  • Refactored to a dynamic action layout that refreshes when tools start or end.

  • Actions are grouped in clearer sections for faster access.

  • Added back Add Mesh action to the active flow for drop preset editing.

2. Fill Tool Workflow Improvements

  • Fill actor now spawns in front of the active viewport camera for immediate use.

  • Fill actor is selected automatically on tool entry.

  • Fixed a placement safety issue by restoring spawn-location guards before creating actors.

3. Drop Preset Editing Is Faster

  • Add Mesh now works directly from the tool flow again.

  • If no preset exists, Add Mesh creates a temporary preset automatically.

  • After Add Mesh, drop indices are regenerated immediately so UI updates instantly.

  • Save behavior is improved:

  • If the preset is temporary/unsaved, Save opens asset creation dialog and asks where to save.

  • Then it writes preset data to the saved asset package.

4. Instancing and HISM Actions

  • Instancing section now includes both ISM and HISM conversion actions in the top toolbar.

  • Selected dropped actors are prioritized when available; otherwise actions apply to all dropped actors.

5. PCG data asset Export

  • ReScatter can generate a PCG data asset for further workflow improvements and pipeline.

6. Surface Rule Consistency and Stability

  • Unified surface validation behavior across Drop and Fill.

Why This Matters

  • Faster scene iteration: less clicking between details/custom workflows.

  • Better predictability: deterministic placement support and safer spawn checks.

  • Better scalability: direct path to HISM for heavy scenes.

  • Better authoring UX: presets can be started quickly and saved cleanly when ready.


Typical Workflow Now

  1. Start Drop or Fill tool.

  2. Use top actions for Fill, instancing, PCG, cleanup, and gravity controls.

  3. Click Add Mesh to build your drop preset list quickly.

  4. If starting from scratch, a temporary preset is created automatically.

  5. Click Save and choose an asset path when prompted.

  6. Convert to ISM/HISM and export PCG data as needed.


Notes

  • Toolbar actions update contextually based on active tool state.

  • Save dialog for presets appears only when preset is unsaved/transient.

  • Existing presets continue to save normally.


Feedback Request

If you test this update, I would love feedback on:

  • Fill and Drop speed in real production scenes

  • HISM conversion behavior on large actor counts

  • PCG data build expectations for selected vs all dropped actors

  • Preset creation/save flow usability