Using foligae types for spawning PCG foliage static meshes

We’re building our game world through combination of foliage painting as well as PCG. For the painted foliage we of course utilize foliage types and ideally we’d be able to utilize those for the PCG static mesh spawning as well. However, after some investigation there doesn’t seem to be a clear way of how to do this, if it’s even possible.

Is there a way to utilize foliage types so that spawned static meshes for foliage get correct culling, WPO settings and so forth?

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Hi OIof,

Sorry for the late answer.

We don’t have anything build outright in PCG for this, however, it is possible to gather your foliage types and extract their data with the Get Property From Object Path node.

You can also gather your landscape grass types (if that’s your use case) in a blueprint PCG node and output that as an attribute set, then ingest that in PCG as you’d normally do - this is what we actually do on Fortnite!

Hopefully this answers your question.

Cheers,

Julien

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