--- name: foliage display_name: Foliage & Vegetation description: Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove foliage on a surface. vibeue_classes: - FoliageService unreal_classes: - InstancedFoliageActor - FoliageType - FoliageType_InstancedStaticMesh keywords: - foliage - vegetation - trees - grass - bushes - scatter - instances - forest - flora - plants - shrubs --- > 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "landscape-and-foliage"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call. # Foliage & Vegetation Skill ## Critical Rules ### Mesh Path Required All placement methods require a valid `UStaticMesh` or `UFoliageType` asset path. Use `discover_python_class('unreal.FoliageService')` to see available methods. ### Surface Trace All scatter/add methods trace downward to find the ground surface. If no surface is hit (e.g., position is outside the landscape bounds), that instance is rejected. Check `instances_rejected` in the result. ### Foliage Type Auto-Creation When you pass a `UStaticMesh` path, the service auto-creates a transient `UFoliageType` internally. For persistent, reusable foliage types with custom properties, use `create_foliage_type()` first. ### World Partition Levels On a World Partition level the engine keeps foliage in one foliage actor per grid cell, and the service places, lists, counts and removes through those cell actors. There the foliage type must be an asset: a mesh path uses `_FoliageType` next to the mesh, or the one other foliage type asset for that mesh (several: the call asks for a foliage type path), and creates `_FoliageType` when there is none, saved only when the call places something and refused while PIE runs. A call that would touch a cell whose foliage actor exists but is not loaded fails and changes nothing: load that region first. Placement only counts the cell actor of the editor's current data layer / content bundle context, as the engine does: an unloaded cell actor of another data layer does not block placing into that cell. Builds that do this define the read-only console variable `vibeue.Foliage.WorldPartitionCells`. ### Seed for Reproducibility Use the `seed` parameter to get reproducible scatter patterns. Same seed + same parameters = same layout. Use `seed=0` for random. ### Layer-Aware Placement Requires Landscape `scatter_foliage_on_layer()` requires: 1. A valid landscape name/label 2. A painted layer on that landscape 3. Layer weight threshold (0.0-1.0) — only places where weight exceeds threshold If you get `instances_added=0` with `instances_rejected ≈ 4× requested`, every candidate failed the surface trace or the weight check. Before blaming the threshold, check geometry: - The scatter circle must overlap the **painted** part of the named landscape. A landscape is corner-anchored — created at (0,0) it spans (0,0)→(+50400,+50400) for 505 res @ scale 100, so a scatter "around (0,0)" is 3/4 off-landscape. - Verify weights at a few candidate points first: `unreal.LandscapeService.get_layer_weights_at_location(label, x, y)`. - If another landscape/mesh overlaps the area at a higher Z, the surface trace hits *that* surface instead — instances land on the wrong surface or get rejected. Paint a larger area or center the scatter where only the target landscape exists. ### ⚠️ Common Mistakes to Avoid | WRONG | CORRECT | |-------|---------| | `result.success` | `result.success` (Python auto-converts `bSuccess`) | | `result.count` | `result.instances_added` | | `result.instances_placed` | `result.instances_added` (**NOT** `instances_placed`) | | `ft.asset_path` on VibeUEFoliageTypeInfo | `ft.foliage_type_path` (**NOT** `asset_path`) | | `scatter_foliage(..., landscape="X")` | `scatter_foliage(..., landscape_name_or_label="X")` | | `clear_all_foliage()` to clear one landscape | `clear_all_foliage()` removes ALL foliage from the ENTIRE level — use `remove_foliage_in_radius()` for targeted removal | | Manually scattering foliage on a cloned landscape | If source uses LandscapeGrassType (procedural), just copy paint layers — foliage auto-generates. Check `list_foliage_types()`: if 0, foliage is procedural. | | Forgetting to check `instances_rejected` | Always check — tells you how many failed surface trace or layer filter | | Expecting `get_instance_count()` == -1 after removing all instances | -1 means the type was **never** in the level. Once registered, the count is 0 after removal — the foliage type entry persists | | Expecting `list_foliage_types()` to shrink after `clear_all_foliage()` | Clearing removes **instances**, not type registrations — 0-instance entries remain listed. Filter on `ft.instance_count > 0` | | `set_foliage_type_property(path, "CullDistance", "30000")` | Whole structs need UE import text: `"(Min=0,Max=30000)"`. Simpler: set the member via a dotted path — `set_foliage_type_property(path, "CullDistance.Max", "30000")` | | Scattering "around the landscape at (0,0)" centered on (0,0) | Landscapes are corner-anchored: created at (0,0) the terrain spans +X/+Y only. Center the scatter on the landscape's actual center (`location + (resolution-1)*scale/2`) or most candidates miss the surface | | `AssetDiscoveryService.list_assets(path)` for cleanup | `AssetDiscoveryService.list_assets_in_path(path, asset_type)` — or the `manage_asset` tool with `action='list'` | --- ## Return Types - EXACT Properties ### FFoliageScatterResult (from scatter_foliage, scatter_foliage_rect, add_foliage_instances, scatter_foliage_on_layer) | Property | Type | Description | |----------|------|-------------| | `success` | bool | Whether operation succeeded | | `instances_added` | int | Number of instances actually placed | | `instances_requested` | int | Number of instances requested | | `instances_rejected` | int | Number rejected (no surface, slope, layer weight) | | `error_message` | str | Error details if failed | ### FFoliageRemoveResult (from remove_foliage_in_radius, remove_all_foliage_of_type, clear_all_foliage) | Property | Type | Description | |----------|------|-------------| | `success` | bool | Whether operation succeeded | | `instances_removed` | int | Number of instances removed | | `error_message` | str | Error details if failed | ### VibeUEFoliageTypeInfo (from list_foliage_types) | Property | Type | Description | |----------|------|-------------| | `foliage_type_name` | str | Name of the foliage type | | `mesh_path` | str | Path to the static mesh | | `instance_count` | int | Number of instances in level | | `foliage_type_path` | str | Asset path of the foliage type | ### FFoliageTypeCreateResult (from create_foliage_type) | Property | Type | Description | |----------|------|-------------| | `success` | bool | Whether creation succeeded | | `asset_path` | str | Path to the created foliage type asset | | `error_message` | str | Error details if failed | ### FFoliageQueryResult (from get_foliage_in_radius) | Property | Type | Description | |----------|------|-------------| | `success` | bool | Whether query succeeded | | `total_instances` | int | Total matching instances (may exceed returned list) | | `instances` | Array | List of FFoliageInstanceInfo | | `error_message` | str | Error details if failed | ### FFoliageInstanceInfo (individual instance data) | Property | Type | Description | |----------|------|-------------| | `location` | Vector | World location | | `rotation` | Rotator | World rotation | | `scale` | Vector | Scale (DrawScale3D) | | `instance_index` | int | Index in the foliage info array | --- ## Workflows ### Quick Scatter Trees ```python import unreal result = unreal.FoliageService.scatter_foliage( "/Game/Meshes/SM_Tree_01", 0.0, 0.0, # center X, Y 5000.0, # radius 200, # count min_scale=0.8, max_scale=1.2, seed=42 ) if result.success: print(f"Placed {result.instances_added}/{result.instances_requested}") print(f"Rejected: {result.instances_rejected}") ``` ### Create Foliage Type + Scatter ```python import unreal # Step 1: Create a reusable foliage type with custom properties ft = unreal.FoliageService.create_foliage_type( mesh_path="/Game/Meshes/SM_Pine_Tree", save_path="/Game/Foliage", asset_name="FT_PineTree", min_scale=0.7, max_scale=1.3, align_to_normal=True, align_to_normal_max_angle=30.0, ground_slope_max_angle=40.0, cull_distance_max=25000.0 ) if ft.success: print(f"Created: {ft.asset_path}") # Step 2: Scatter using the foliage type result = unreal.FoliageService.scatter_foliage( ft.asset_path, 0.0, 0.0, 8000.0, 500, seed=42) ``` ### Scatter on Paint Layer ```python import unreal # Place grass clumps only where the "Grass" paint layer is dominant result = unreal.FoliageService.scatter_foliage_on_layer( "/Game/Meshes/SM_Grass_Clump", "MyTerrain", # landscape name "Grass", # layer name 1000, # count min_scale=0.5, max_scale=1.5, layer_weight_threshold=0.6, seed=99 ) print(f"Placed {result.instances_added}, rejected {result.instances_rejected}") ``` ### Scatter in Rectangle ```python import unreal result = unreal.FoliageService.scatter_foliage_rect( "/Game/Meshes/SM_Bush", -5000.0, -5000.0, # min X, Y 5000.0, 5000.0, # max X, Y 300, # count min_scale=0.5, max_scale=1.0, seed=7 ) ``` ### Place at Specific Locations ```python import unreal locations = [ unreal.Vector(0, 0, 0), unreal.Vector(500, 500, 0), unreal.Vector(-500, 500, 0), unreal.Vector(500, -500, 0), unreal.Vector(-500, -500, 0), ] result = unreal.FoliageService.add_foliage_instances( "/Game/Meshes/SM_Tree_01", locations, min_scale=1.0, max_scale=1.0, align_to_normal=True, random_yaw=True, trace_to_surface=True ) ``` ### Multi-Type Forest ```python import unreal configs = [ ("/Game/Meshes/SM_Oak", 300, 0.8, 1.2), ("/Game/Meshes/SM_Pine", 200, 0.7, 1.3), ("/Game/Meshes/SM_Birch", 100, 0.6, 1.0), ("/Game/Meshes/SM_Bush", 400, 0.4, 0.8), ] for mesh, count, min_s, max_s in configs: result = unreal.FoliageService.scatter_foliage( mesh, 0.0, 0.0, 10000.0, count, min_scale=min_s, max_scale=max_s, seed=42) print(f"{mesh}: {result.instances_added} placed") ``` ### List and Query ```python import unreal # List all foliage types in the level types = unreal.FoliageService.list_foliage_types() for ft in types: print(f"{ft.foliage_type_name}: {ft.instance_count} instances ({ft.mesh_path})") # Get count for a specific type count = unreal.FoliageService.get_instance_count("/Game/Meshes/SM_Tree_01") print(f"Tree count: {count}") # Query instances in a region query = unreal.FoliageService.get_foliage_in_radius( "/Game/Meshes/SM_Tree_01", 0.0, 0.0, 2000.0, max_results=50) for inst in query.instances: print(f" [{inst.instance_index}] at {inst.location}") ``` ### Remove Foliage ```python import unreal # Remove trees from a building site result = unreal.FoliageService.remove_foliage_in_radius( "/Game/Meshes/SM_Tree_01", 2000.0, 3000.0, 500.0) print(f"Removed {result.instances_removed}") # Remove ALL instances of one type result = unreal.FoliageService.remove_all_foliage_of_type("/Game/Meshes/SM_Bush") # Nuclear option: remove everything result = unreal.FoliageService.clear_all_foliage() print(f"Cleared {result.instances_removed} total instances") ``` ### Check Existence ```python import unreal # Does the mesh/foliage type exist as an asset? if unreal.FoliageService.foliage_type_exists("/Game/Meshes/SM_Tree_01"): print("Asset exists") # Are there any instances of this type in the level? if unreal.FoliageService.has_foliage_instances("/Game/Meshes/SM_Tree_01"): print("Instances exist in level") ``` ## Sample scripts (run via `execute_python_code`) - **`scripts/scatter_foliage.txt`** — create a foliage type from a mesh and scatter instances onto the surface.