S. Krezel - Dynamic Tree & Plant Generator

I’ve tried to reproduce that, but when I:

  1. lock trunk & branches on tree preset,
  2. create child blueprint from it,
  3. drag & drop the child blueprint into scene,
    … It appears ok, child tree looks exactly like the parent.

Can you reproduce this e.g. on the Tree_Preset1 with the same steps?

Btw. for faster response time & better communication, you can also contact me directly on the support email.

Hi! I’m very interested in buying this asset for our game Forests of Augusta! I have a few questions though:

  1. Can this tool be used with our own blueprint choppable trees? To just use the forest creator feature with our own trees?
  2. We need different types of foliage on different parts of our open world map. Can the forest creator create specific trees in one part of the map and other foliage on other part of the map?
  3. If we blueprint a tornado that moves along the landscape, can we add a force to our custom tornado blueprint, so the trees move bend outwards with the tornado wind?

Thanks in advance!

Hello!

  1. Forest Maker accepts Tree type blueprints by default, but you can change it (by modifying the blueprint) to accept any class - this way you can spawn any blueprint actor with it. It basically does LineTraces inside specified area to find locations for trees to spawn, nothing more complex there…
  2. … So something like this would require setting different ForestMaker actors in desired areas. All it can do for now is to specify tree/plant type & amount, spawn area and some placement options, that’s all.
  3. DT&PG supports only one-shot impulses and constant wind force reactions. Something like that would be possible with my other product, Interactive Tree Creator, since it has a constant moving force included (not only one-shot impulses).

DT&PG is on sale now, along with my other tools here: https://www.unrealengine.com/marketplace/en-US/profile/S.+Krezel

I’m getting “Tree is beyond the distance of universal billboard texture pool, but doesn’t have individual billboard texture assigned…”

I thought I read somewhere billboards were supposed to be assigned automatically? I’ve been placing the preset trees, and tried to create a new child blueprint class as well.

So how would I create a billboard for a tree?

Edit:

So I duplicated the billboard from another saved tree, and used that as the individual billboard asset. Seems to work fine, is that intentional?

Correct, for every new saved tree preset it’s recommended to create an individual billboard texture render target. It’s more optimized this way. Duplicating an existing one and assigning it is a good way to do this.

Perfect; thanks a bunch.

Was trying to figure it out within your documentation maps but I guess I didn’t fully understand at first. Still simple to do; so that’s pretty awesome!

Update: Discord server is now up and running:

VIDEO PREVIEW

This tool allows for fast and easy generation of dynamic trees & plants with intuitive drag & drop workflow and many generation parameters.

DISCORD SERVER (SUPPORT, DISCUSSION)

Full feature list

REVIEWS, QUESTIONS & ANSWERS (from UE Marketplace)

The project comes with documentation levels that explain all the features.

Important: Each generated tree is a unique Actor - it allows for a great variety and all the dynamic features, but limits the usage to small/medium areas, or less dense forests. For larger areas, check Interactive Tree Creator.

Latest update (UE 4.21+):

  • Vastly improved generation speed & runtime performance

  • Optimized vert count for default modular trunk & branch meshes

  • Improved default leaf materials

  • Improved liana placement options & behavior

  • Improved wind, force reaction & fall (from chopping) animations

  • Smoother wind direction/strength transitions

  • Better chopping location detection

  • 2 new tree presets

  • Fixed plant interaction detection, now it detects all collision-enabled objects properly.

  • Improved asset naming & folder structure

... Before updating from 4.20 or older versions, please backup your project. 

This is a major update that overhauls some of the blueprint logic for tree generation, wind & force reaction, liana placement, and more.

Previous update (UE 4.20+):

  • Improved generation speed & runtime optimization

  • Improved auto billboard generation

  • ForestMaker: Added possibility to prevent spawning trees/plants on objects marked with a specified tag

  • Added new exposed parameters for tree & plant generators

  • Improved & simplified FORM creation process

  • Cleaned up blueprint logic & Details panel, improved comments and node organization

  • Updated documentation maps

  • Improved default values to provide better results out of the box

  • Fixed tree-chopping physics after the previous UE physics engine update

Dynamic Tree & Plant Generator on Orbital Market