Focused checks
Swipe the table to read every column.
| Symptom | Check |
|---|---|
| Regenerate finishes with no strands | Check Seed Count / Extra Seeds, actor origin outside supporting collision, trace distance and blocking collision. Floor anchors require Allow Horizontal Surfaces; an exclusion containing the root can reject generation. |
| Stems stop before Max Length | A strand may reach an unsupported edge, exclusion or branch-length limit. Review the supporting collision and Step Distance; Max Length is a budget, not a guaranteed length. |
| A floor path starts in an unexpected direction | Enable Allow Horizontal Surfaces and set an explicit actor-local Growth Direction such as (1, 0, 0), with Upward Bias = 0 and Gravity Sag = 0. A heading parallel to the normal uses a tangent fallback. Wander Strength = 0 also removes the opt-in initial root fan. |
| A strand stops at a mesh seam | Check collision on both meshes, their alignment and the supporting interval. Reduce Step Distance for curvature and review trace reach. Surface changes must remain locally supported; a farther endpoint alone does not permit a gap crossing. |
| Shape changes when moved | The actor samples a different surface and world-space exclusions. A fixed seed does not freeze the environment. |
| Surface Offset does not move the stem away | Stem clearance uses its radius, root flare and radius noise. Surface Offset primarily affects foliage attachment. |
| Changing Leaf Size Range has little effect | Leaf Size Range affects both rendering paths. Check Leaf Instance Scale, age near the growing tip and Leaf Size Variation when inspecting mesh instance size. |
| Single leaf mesh appears ignored | Any valid Leaf Variation Meshes entry takes precedence. Clear that array to use Leaf Static Mesh. |
| Leaf or stem tint does not show | Procedural tint is stored in vertex colors. The material must read it. Instanced leaves use mesh/material color, not the procedural quad tint. |
| Leaves appear near an opening | Check valid world bounds and depth, then regenerate. Exclusion boxes are per vine actor and remain fixed when actors move. |
| Is Generating never settles during edits | Stop issuing repeated Regenerate requests or moving the actor. Each new request cancels the current job. |
| Playback shows no route | Generate a supported path first and wait for completion. Confirm Growth Progress, playback direction and positive Growth Speed. Clear removes the cached route. |
| Animated growth looks stepped or lags | Geometry application is asynchronous. Review Growth Update Rate, strand/leaf density and collision cooking; do not regenerate the surface paths every playback frame. |
| Climbing cannot start | Use a Character owner, face blocking simple collision, check Detection Reach, trace channel and surface-normal thresholds. Leaves have no collision. |
| Character climbs unrelated walls | The component accepts blocking geometry. Restrict Climb Trace Channel and target collision responses. |
| Character keeps moving after releasing input | Send Set Climb Input(0, 0) on input completion/cancellation. Stored values persist until changed or climbing stops. |
| Climbing catches at an edge | Inspect capsule size, supporting simple collision, Reattach Distance and mantle clearance. Supply your own animation/IK and validate the movement against your geometry. |
For a reproducible report, include engine and plugin versions, the relevant actor/component settings, seed, target collision setup, expected result and a screenshot or short recording. Remove private data from logs before sharing.
Get help
Report a Procedural Vines issue through the shared support center. See the support guide for private tickets and attachments, or visit the Athian Games Discord.
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