@Epic @rmsEG (if you have a moment, for #4)
- Is there a way to find out a bit more about the Character Reference you’re using.
I haven’t seen that technique before… using character models spawned for scale at regular intervals all around the level.
Is that a blueprint that spawns those static mesh refs on construction, measuring the ground level (landscape) as the base to spawn at? Or perhaps particles spawned in a grid, mesh at each particle?
**Update
Made a version: Static Mesh Character Reference for Modeling and Scale posted by Kavan | blueprintUE | PasteBin For Unreal Engine
-
What sort of curve are you using for your Curve and Curve_Position Variables on the GrassSpawner? I ended up using the Engine/Content/Tutorial::ContentIntroCurve
-
in BP_TreeStump, in the function “Branch Spawn” there is a macro “NewMacro_0” which doesn’t copy over. Since this is a debug function perhaps it wasn’t meant to be included? If so, heads up so whoever can take a second to clean up the code paste, or if it meant to be included, add it in.
-
in BP_TreeStump, in the event graph, is BranchVariants an array of arrays? If so, it doesn’t seem like an unreal friendly type by default. Is there some more you can share on this variable?