Create trees, grasses and bushes in a dedicated plant graph editor. Shape your own recipes or start from editable presets, expose reusable parameters, vary placed plants, and export meshes with configurable LODs.
Procedural Plant Creator lets you author plants the way you author materials: in a purpose-built graph editor with a live 3D preview, a node palette, and per-node details. Generator and utility nodes cover trunk and roots, branching and crown generation, tube skinning, trunk fluting, leaves, leaf cards, fronds, instanced foliage scatter, fruit, wind weights, curves and values. Editable species presets provide starting graphs for broadleaf trees, conifers, palms, bamboo and ornamentals. Choose a preset from the toolbar, then customise its structure, foliage and materials. Use an LOD Table to drive mesh sampling and foliage density, then export the complete plant as a Static Mesh. Bake placed plants with their chosen settings for fixed-geometry workflows, with wood meshes and instanced foliage. Per-actor seed, LOD, parameter overrides, seasonal palettes, wind and material overrides let one graph asset populate a varied forest. White Studio preview and concept recipes support silhouette authoring. Toolbar export includes the complete canopy. Ground conforming adapts roots to your terrain. Browse the preset graphs under Content/Examples/PlantGraphs/Species in the separate example project. Concept recipes live under Content/Examples/PlantGraphs/Concepts, and showcase, forest, seasons, marsh and use-case maps live under Content/Examples/Maps. The plugin contains reusable support assets and runtime code. Start from an Empty Graph, Tree Starter, Grass Starter or Bush Starter. The example collection includes varied grass and shrub recipes with editable node graphs. Expose height, trunk radius and seed as reusable named variables, then use per-instance overrides for variation. The example ZIP includes Windows project editor binaries: with the matching engine build and precompiled Fab plugin installed, extract it and open the project without compiling. Media disclosure: images named NATIVE are real Unreal captures. The thumbnail is AI-composited promotional artwork based on product captures. AI_POLISHED images are AI-retouched presentation derivatives and may differ in fine detail. Wiring diagrams are reference illustrations, not editor screenshots. Some source texture atlases were created with generative AI. Core authoring runs locally without external services. The example enables Epic Water (Experimental) and Landmass (Beta). The distributed plugin has no external software dependencies; developer-only texture-generation helpers are excluded. Planned Fab pricing: Personal $64.99 / Professional $199.99. Fab listing is being prepared and is not yet available for purchase.
Real Unreal node close-ups and plant captures, arranged into feature cards. No illustrated or AI-repainted node graphs. Graph details and example views are separate captures, not before-and-after comparisons. Open any image at full 1920 × 1080 resolution.





Author plants in a purpose-built graph editor with a live 3D preview, node palette, details panel, stats readout, undo, copy/paste, and comment frames.
Learn MoreStart from a species preset or an empty graph. Edit the branching, foliage and materials to build your own tree, grass or shrub recipe.
Learn MoreConnect LOD Table outputs to wood sampling and foliage controls. Export the complete plant as a Static Mesh, or bake a placed plant with its chosen settings.
Learn MorePer-actor seed, LOD, parameter overrides, and bark/leaf/fruit material overrides let one graph asset populate a varied forest. Leaves render as HISM instance sets.
Learn MoreControl trunk taper, flare and curvature; shape root spread and collar size. Add optional Flute relief to the wood mesh for ridges and buttress forms.
Learn MoreBuild narrow blades with Frond, distribute them with Foliage, and vary the clump shape. Use multi-stem trunks and branch layers for shrubs, or start from editable grass and bush presets.
Learn MorePromote numeric inputs to named variables and share them through GET nodes. Expose the controls you need, then adjust individual plants using component overrides.
Learn MoreMore plugins from Athian Games.
Build a fully customized and texture based Minimap, Map and Navigation System for your next big title.
Asynchronously Import FBX files in your Unreal projects, in runtime

Trim hidden body and inner garment triangles, build runtime outfits, and restore the original meshes through Blueprint nodes.
Our support team is here to help you get the most out of Procedural Plant Creator. Whether you have technical questions, need integration assistance, or want to report an issue, we're ready to assist.