Apply a starting point
A Vine Settings Preset copies growth rules and optional material or mesh assignments onto an actor. Enable Show Plugin Content and open Procedural Vines Content → Presets.
Swipe the table to read every column.
| Preset asset | Starting point |
|---|---|
| P_WallIvy | Balanced wall, column and arch ivy. |
| P_DenseCanopy | Denser overlapping foliage and branching. |
| P_HangingCurtain | Ledge tendrils using Edge Drape Length. |
| P_FloorCreeper | Floor, step and ramp runners with Allow Horizontal Surfaces. |
| P_ThickRoots | Thicker bare stems without leaves. |
| P_SparseTendrils | Thin stems and lighter foliage. |
- Select a Procedural Vine Actor beside suitable blocking collision. Search Details for Preset and assign the chosen asset in Vines → Preset.
- Wait for regeneration to finish and inspect the route. A preset supplies rules; it does not supply supporting geometry or guarantee the same shape in every scene.
- Tune the actor's named Vine groups. The copied values are independent of the preset asset.
- If you later edit the preset asset, press Apply Assigned Preset on each actor that should receive its changes.
What a preset replaces
Swipe the table to read every column.
| Field | Apply behavior |
|---|---|
| Growth rules | Copies the complete Vine Growth Settings struct. |
| Random Seed | Keeps the actor's seed unless the preset enables Override Random Seed. Use different actor seeds for different arrangements. |
| Extra Seeds, Cluster Origin and exclusions | Remain on the actor; applying a preset does not replace these placement controls. |
| Stem Material / Leaf Material | A non-empty preset assignment replaces the actor material. An empty assignment keeps the actor's material. |
| Leaf Static Mesh | A non-empty preset mesh replaces the actor mesh and clears Leaf Variation Meshes. |
| Clear Leaf Mesh When Empty | When enabled and the preset mesh is empty, clears both the actor mesh and variation array for procedural cards. Otherwise existing meshes remain. |
In Blueprint, call Apply Preset with the asset and Regenerate = true. Disable that argument while batching further edits, then call Regenerate once. Set Random Seed similarly accepts an optional regeneration argument.
Create a reusable recipe
- In your project's Content Browser folder, choose Add → Miscellaneous → Data Asset → Vine Settings Preset.
- Open the data asset and enter a description, growth settings and any optional materials or leaf mesh. These rules are edited in the asset; creating it does not capture a selected actor automatically.
- Leave Override Random Seed disabled when each actor should retain its own variation. Save the asset.
- Apply it to a test actor, wait for completion, and compare it with your intended setup. Keep reusable project presets in your own content folder.