Scattering Procedural Foliage on Specific Meshes Only

Hey! @gallerykim I’m not an expert on this topic, but I did some research and found information that might help you solve your problem.

Regarding the issue you’re facing: in Unreal Engine 5.5, the Procedural Foliage Volume (PFV) system doesn’t natively support filtering meshes based on Component Tags.
PFV simply checks for collision surfaces (World Static) inside the volume it doesn’t use tags or mesh attributes for scattering decisions.
This is because PFV was originally designed to scatter foliage mainly over landscapes, and its logic relies on collision detection, not metadata or tags.

Solutions you could try:

Adjust Collision Settings

  • Only enable collision on the meshes you want foliage to spawn on.
  • Set unwanted meshes to NoCollision or use a different collision type.

Use PCG (Procedural Content Generation):

  • PCG gives you much more control.
  • You can filter where to scatter based on tags, surface materials, normals, slope, and more.

I found a very good tutorial that explains how to set up PCG to scatter foliage specifically on meshes:

If you’re still facing challenges or have new questions, feel free to share.

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