Open the example
Open /Game/Examples/Maps/L_PCGForest_RoadDemo. Its graphs, road Blueprint and local materials are under /Game/Examples/ForestDemo. The hosted example archive may precede this working example.
Change the planting
Open PCG_ForestCanopy, select the mature-tree Surface Sampler and edit Points Per Squared Meter in Details. The working density is 0.045; try 0.008 for a more open canopy. Select its Transform Points node to change Scale Min and Scale Max. Return to the level and let PCG finish regenerating before judging the result. PCG_ForestUnderstory controls grass, ferns and shrubs separately.
Shape the road
Select PCG Forest Road and its RoadSpline component. Select a control point and change its Location in Details, or move its viewport widget. The road projects onto the terrain. Canopy and understory graphs subtract the corridor found through the ForestDemoRoad actor tag. Keep this tag when placing another BP_ForestRoad. Wait for both the road and vegetation to regenerate after a change.
Wind on baked trees
A whole-tree mesh uses the tree origin as its instance pivot. A shader designed to rotate individually instanced leaves can rotate an entire baked crown around that origin. This example uses local material overrides with shared root-anchored deformation for bark and leaves. ForestWindCentimeters defaults to 5; movement fades to zero at the roots. The original species materials remain separate from these example overrides.