@gyro No, the current system allows only for static growth stages that could be switched (not included by default anymore though, as I’ve mentioned in my previous post) - for something like a smooth transition from sapling to fully grown tree I’d suggest some other solution. Maybe morph targets with custom tree models… Not sure.
Any guide on how to start your own plant?
@RicherFudge Drag & drop one of the plant presets and change its parameters to your liking. You can read more about plant creation in the Documentation_Basics level, here:
Hello, I’ve been trying to recrate this type of tree, how do I create a tree with a thick trunk that splits intro sub trunks at the top? I’ve been able to to sort of hack to blueprint to support the subtrunks branching on the top (If no hack is needed, how do you do it?), but I have no clue on how to do the thick trunk.
@Ratamorph You can set the ‘Start Scale’ parameter to control main trunk thickness. This particular type of subtrunk branching isn’t really well supported by default, but you can create your own FORM mesh for a similar sub-trunk (probably something longer than default FORMs) and use it in the Sub-Trunk section with grow height around 0.9.
A small reminder: Dynamic Tree & Plant Generator is on sale right now ![]()
Dear Slavq,
I do have a huge library of trees made with speedtree by myself (around 150 types of trees), but as I can’t sell those as per not allowed by Speedtree. If I convert those trees to your tool, would I be able to sell those at the Marketplace? Or would we cut a deal on this?
Dear @NilsonLima ,
I’m not sure if I understood correctly, but it’s not possible to convert Speedtree trees to Dynamic Tree & Plant Generator. As far as I know, ST trees are static meshes with ‘closed-source’ wind weighting info stored inside that work with ST material nodes (also closed), so there’s no way to somehow transfer them to this tool.
[QUOTE=Slavq;749056]
Dear @NilsonLima ,
I’m not sure if I understood correctly, but it’s not possible to convert Speedtree trees to Dynamic Tree & Plant Generator. As far as I know, ST trees are static meshes with ‘closed-source’ wind weighting info stored inside that work with ST material nodes (also closed), so there’s no way to somehow transfer them to this tool.
[/QUOTE]
Oh I was not meaning that your tool would allow the convertion, but as I have all the textures for bark, leaves, fruits, I would redo the work myself using Plant Generator “IF” I would be able to sell the trees generated at the Marketplace, because I could make some good money out of a library of 150+ trees, that would also give an extra impulse at your tool sales, but makes no sense have this much job if Im not allowed to sell. Speedtree just dont allows me to sell the trees I built with their tool (the license agreement does not allow it, I have also asked myself).
@NilsonLima
Personally I wouldn’t mind that, but I’d suggest asking Epic first, if it’s not against some Marketplace rules.
It’s also worth noting that of course they’d be trees without any dynamic features, since you can’t include other Marketplace systems in your Marketplace product. You could probably convert the trees to static meshes via File -> Export Selected… I don’t know if the Merge Actors tool is finally fixed or not - but it had many problems converting these trees to static meshes.
I am currently trying to get the plugin to work with 4.17 and I am getting compiler errors on the level maps made for documentation. The classes and other nodes are not allowed to be compiled, any suggestions?
@NicolasKruzel I’ve tried to reproduce that, but without luck so far. On every level that I open, blueprints compile correctly, including the ForestMaker BP. Do these errors show on a new, empty project?
Looks like a project opened without the plugin installed by the look of the errors and warnings…
That’s odd, I’ll double check and make sure the plugin is installed. As well as that the plugin is for 4.17 that I have downloaded.
I am working in 4.17.2 and have received error messages such as these. I’m not sure what I am doing wrong right now.
I’ll investigate that, but first I need some info on how to reproduce this error. From what I see on the screens, it appears when trying to create a new plugin…? If so, what’s the purpose of creating a new plugin with DT&PG (which is not a plugin) installed in plugin folder?
Thanks!
I can’t seem to get the plugin installed in through Visual Studios either so I tried that. I’ve been reading the UE4 documentation but apparently I’m just missing something.
Sorry if I misunderstood, I don’t use UE plugins very often… Dynamic Tree & Plant Generator is distributed as an Asset Pack, not a plugin - so it can be easily added to your project just by using the ‘Add To Project’ button in your Vault, in the Epic Games Launcher.
Library -> Vault -> Dynamic Tree & Plant Generator -> Add To Project -> (select your project & add)
Update for 4.19 is already being processed by Epic, it should appear soon. Along with 4.19 compatibility, there is a small update/clean-up:
- Cleaned up Details panel by hiding unnecessary default UE variable categories.
- Replaced deprecated functions to remove log warnings.
- Fixed warnings when opening some levels.
My saved trees trunk are badly positioned, any clue why? I locked trunk and branches in tree preset, created child blueprint from it and when I open the child blueprint it’s trunk is badly rotated like here 2018-05-14_2230 - TechSmith Screencast - TechSmith Screencast

