Procedural Foliage Unexpectedly Spawns on Static Meshes

PeteX
Sun, 28 Jun 2015 11:36:00 +0000
World Creation

When procedural foliage is restricted to a particular landscape layer, it still spawns on static meshes which are within the procedural foliage volume. This seems undesirable because it means you can’t simply paint a forest on the landscape. You also have to surround every static mesh with a procedural foliage blocking volume.

If this behaviour is felt to be useful in some situations then IMHO it should be optional, at least.

Instructions for reproducing:

1. Create a blank blueprint project with starter content.

2. Create a landscape centred around the origin with the default settings. (Leave the chair, table, and other static meshes in place.)

3. Create a landscape material with two layers. Assign it to the landscape and create appropriate layer info objects.

4. Fill the landscape with one material, then paint a small patch with the other.

5. Create a Foliage Type, and assign SM_Bush as the mesh. Set the collision and shade radii to 20, and the steps to 10. Under Landscape Layers, enter the name of the layer you used to create the small patch at (4).

6. Create a Procedural Foliage Volume, and expand it so it encloses both the patch created at (4), and the example static meshes (the table, chair, and floor).

7. Create a Procedural Foliage Spawner. Assign it to the Procedural Foliage Volume. Assign the Foliage Type created at (5) to the Procedural Foliage Spawner.

8. Click Simulate. Bushes will now be spawned on the patch, as expected, but also on the table and chair.

Before adding foliage: http://i62.tinypic.com/vdkgg7.jpg

After adding foliage: http://i57.tinypic.com/15ev0ok.png

Many thanks for your time looking into this report.

11 posts - 7 participants