I’m trying to create a PCG graph that, as the title suggests, populates cliffs and rocks on landscape slopes.
The issue is the cliff meshes are orientated in a particular direction that i need to maintain and i can’t find any transform options that make this happen.
Basically i need all the cliff meshes to maintain Z axis pointing upwards, ideally rotated with the surface normal so they fit flush to the slope. The Y axis should point forwards using the surface normal and the X axis should be unchanged. I think that is correct.
using absolute rotation seems to use world position and ignore the surface normals but at least the mesh is orientated in the correct way
without absolute rotation, its using the surface normals which is good but i can’t find a way to get the Z Axis uniformly pointing upwards
Anyone know how i can achieve such a thing? This seems quite possible in houdini but can’t find an easy way in unreal. thanks in advance