Procedural flowerbed

About the project

This project is about an Unreal Engine Blueprint for making procedural foliage beds with PCG I made while working at aiMotive. The foliage was made by the art team.

How did I make it?

Procedural foliage bed blueprint

I made a Primary Data Asset and Instances from it (Data Assets). These Data Assets contained a mesh for the plant, a “Weight” how often it will spawn proportionally compared to the others a “Scale” to control its scale and a “Default Exlusion Rim Size” to control the area the plants should spawn inside the bed (to avoid foliage glitching trough the edge of the bed). The Blueprint uses these Data Assets as input to send the PCG graph as Parameters. The PCG graph uses a grid to spawn the plants and the edge of the flower bed. The size of grid depends of the bounding box of the bed, which can be controlled as simply as scaling the fower bed to X or Y axes (the Z axes is locked to avoid the confusion of other users).

Images