S. Krezel - Dynamic Tree & Plant Generator

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

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: