Follow a collision surface
Swipe the table to read every column.
| Parameter | Default / type | Effect and use |
|---|---|---|
| Snap To Surface | true / boolean | Requires an eligible nearby surface anchor and keeps subsequent growth supported by collision. Disable for free path generation without surface snapping. |
| Surface Trace Channel | WorldStatic / collision channel | The target must block this trace channel. This setting is independent of the character's Climb Trace Channel. |
| Trace Complex | true / boolean | Uses complex collision for growth traces. Disable to follow simple collision where provided; the result follows collision geometry, which may differ from visible triangles. |
| Surface Trace Distance | 150 cm / float, minimum 10 | Search reach for the initial anchor. Local follow probes also limit their reach using stem radius and step distance. |
| Surface Offset | 3 cm / float, minimum 0 | Offsets procedural leaf quads and influences the instanced leaf attachment offset. Stem wall clearance is computed from stem radius, root flare and radius noise. |
| World Exclusion Boxes | Empty / Box array | World-space axis-aligned regions that block stem paths and reject overlapping leaf bounds. |
| Exclusion Padding | 12 cm / float, minimum 0 | Expands each exclusion for foliage. Stem path checks add further clearance from Trunk Radius and Stem Root Flare. |
The anchor search looks for a visible side face and rejects faces with an absolute world normal Z greater than 0.8. Snapped growth stops when it cannot find a supported continuation. It is intended for wall-like and curved side surfaces, not an unrestricted floor or ceiling growth solver. Other procedural vine actors and this actor's owner are ignored by growth traces.
Paths are generated relative to the vine actor. Moving a target mesh afterward does not bind the vine to it, and skeletal deformation is not followed. Reposition or regenerate deliberately when the environment changes.
Keep a window or doorway clear
- Select the vine actor and add an element to World Exclusion Boxes.
- Set the Box Min and Max to the opening's world bounds. Min must be smaller than Max on every axis. Give the box depth through the wall and out into the foliage area. Use a valid box; Blueprint setups should use Make Box.
- Set Exclusion Padding for the extra border you want to preserve. These coordinates remain fixed in the world when the vine actor moves.
- Press Regenerate and inspect both stems and leaf bounds near the opening. Widen the box or increase padding if a border needs more clearance.
- Copy the world box coordinates to other vine actors on the same building when they share the opening. Exclusions are stored per actor.
The generator tries alternate directions beside a blocked path and may terminate a strand when no route remains. Leaf mesh bounds intersecting an exclusion are omitted; this is a conservative bounding-box check and can leave a larger gap around wide or diagonally oriented leaves. Boxes do not auto-detect windows or resize when the building changes.
