[TUTORIAL] Procedural forest creation at runtime in Blueprints

Thanks Zlug! Makes sense when you explain it, and STILL think is amazing!

On thing I messed around with over the weekend was doing an event on begin play in the Level Blueprint to trigger the generation at the moment the game starts up. Figured, if you wanted to, you could maybe mask what the player sees for the first second or so it takes to populate the level, and then it would just “be there” when they fade in. Though, I actually think it’s kind of cool to just stand there in the game world and hit a button and have a bunch of forest appear around you. . . very matrixesque. . . .