Choose the export
| Action | Result |
|---|---|
| Graph toolbar: Export Mesh | Standalone mesh with wood, realised canopy, fruit where present, trunk collision and four LODs. |
| Actor: Bake | Baked wood plus separate foliage prototypes and transforms. |
| ExportStaticMesh | Wood-only scripting export for workflows that keep leaf instances separate. |
| ExportScatterMesh | Complete tree with a selectable first LOD and count, for Foliage and PCG Static Mesh Spawner. |
| ExportForestSet | Seeded mesh variants and Foliage Type assets. |
Realising thousands of leaves produces large meshes. Start forest exports at LOD 1 or 2 and measure the target scene. Optional Nanite needs compatible platform, renderer and material settings.
Python and Blueprint
UProceduralTreeScripting exposes graph creation, nodes, connections, parameters, builds, exports and baking. Python uses unreal.ProceduralTreeScripting.
GetNodeByIndex exposes compound node properties. SetNodeProfileByIndex accepts finite, ordered Vector2D(t, value) keys with t from zero to one. Its final boolean selects replacement or multiplication of the scalar value.
Numeric and text setters participate in Unreal transactions. Group edits with unreal.ScopedEditorTransaction and call RefreshGraphEditor after a batch to update the canvas and preview.