Plant Graph workflow
Create a Procedural → Plant Graph asset. Curve generators define the structure, Skin creates wood geometry, Foliage distributes leaf prototypes, and Plant Output supplies the final result. Use a Procedural Plant Actor for editable instances or Export Mesh for fixed geometry.
| Topic | Plugin workflow |
|---|---|
| 1. Create a Plant Graph | Graph templates, minimum output chain and asset-editor controls. |
| 2. Tree graph setup | Trunk, three branch orders, roots, foliage and optional wind weights. |
| 3. Variables and actor variations | Shared Height, TrunkRadius and Seed controls; unique placed instances. |
| 4. Grasses and bushes | Narrow-bladed grass, shape variations and a multi-stem bush. |
| 5. LODs, export and baking | A standalone Static Mesh and a separately editable graph actor. |
| 6. Tree node reference | Trunk, branches, roots, Skin and Flute diagrams and tables. |
| 7. Foliage node reference | Leaf, Leaf Card, Foliage and Frond explained. |
| 8. Utility node reference | Join Geometry, Wind Weights, Plant Output and LOD Table. |
| 9. Toon plants and forest | 24 editable toon presets, structured leaves, palette materials and paved woodland. |
Geometry dimensions are graph metres unless stated otherwise. Keep Plant Output.WorldScale at 100 to convert them to Unreal centimetres. Angular parameters such as Branch Level.Angle use radians: 0.5 ≈ 29°, 1 ≈ 57°, 1.57 ≈ 90°. Size is a multiplier, not a length.