Using Blueprints as Foliage

Hi! I’m pretty new to Unreal, so apologies if there are any mistakes in this!

I’m currently trying to place some trees using the foliage tools/brushes in Unreal. However, as the Tree assets are made up of multiple meshes and shader instances, I’ve made them into blueprints.
There was a previous post on here regarding using Blueprints as foliage, which they suggested using Actor Foliage and then adding that as an asset in the foliage menu. However, all examples I can find of this being used are in UE4, and I wondered if it’s still possible in UE5? I’ve turned on Procedural Foliage in the Editor Preferences, and I can succesfully make an Actor Foliage with my blueprint as the Actor Class. However, wherein the tutorials/examples I’ve found of people doing this in UE4 are able to add these Actor Foliages into their foliage menu, it doesnt give me the option, and I can still only add Static Mesh Foliage (same as if I try to drag the Actor Foliage in).

Does anyone know if its still possible to use blueprints as foliage in UE5, either though this method or another? Or if I’ll have to manually place these trees?

bottom left, but you may have to create your blueprint using a subclass of staticmeshfoliage rather than an actor

Do you mean the + foliage button?

image

I’m only given the option to add static mesh foliage, which doesnt allow for blueprints as the mesh. There isnt an option to add Actor Foliage, which does.

Sorry i just tried subclassing to make it a blueprint and it wont let me add it in, im sure you could on previous unreal 4.x

Seems when i subclass the parent class has a slightly different name than the one it accepts

Expected version:
NoneBPVersion

BP Version:
BPVersion

So sorry looks like you cant use blueprints as foliage, at least not this way

There is also an option for actor foliage but i cannot add that in neither and not sure why, it targets a specific actor and is in the unreal 5.1 documentation, mayne im missing something?