Thank you for your help **Firefly74, **I went and enabled the debugging symbols in the Epic Launcher but I’m afraid it won’t help.
The engine source code option was already enabled in the settings and I have included the “Foliage” type in the Build.cs for my project but I still can’t find the definition of the FoliageType class anywhere in the source of the engine (while looking in the engine project contained in my game solution in Visual Studio).
The thing with blueprints is that they don’t act the same as the actual “base class types”, I can’t give a FoliageType blueprint to a “ProceduralFoliageSpawner” in the editor to spawn foliage. Couldn’t figure out either how to add a mesh component to a FoliageType blueprint… there’s no “viewport” tab in the editor when editing the blueprint.
I started fiddling around and found that when you instanciate the FoliageType the object created is actually an instance from “FoliageInstancedStaticMeshComponent” so I thought I’d instead make a class that extends from that… but it didn’t work.
Anyway, I’m just gonna give up… too many errors all the time in Visual Studio and it seems just too tricky to do what I want to do.
Thank you for your help anyway.
Best of luck
PS: To be completely honest… I knew it from the very beginning when creating my first C++ project in Unreal Engine… with the Visual Studio “Atomic.h” errors. Maybe some people can get around all of that but I won’t.