🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "landscape-and-foliage"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Foliage & Vegetation Skill
Critical Rules
Mesh Path Required
All placement methods require a valid UStaticMesh or UFoliageType asset path. Use discover_python_class('unreal.FoliageService') to see available methods.
Surface Trace
All scatter/add methods trace downward to find the ground surface. If no surface is hit (e.g., position is outside the landscape bounds), that instance is rejected. Check instances_rejected in the result.
Foliage Type Auto-Creation
When you pass a UStaticMesh path, the service auto-creates a transient UFoliageType internally. For persistent, reusable foliage types with custom properties, use create_foliage_type() first.
World Partition Levels
On a World Partition level the engine keeps foliage in one foliage actor per grid cell, and the service places,
lists, counts and removes through those cell actors. There the foliage type must be an asset: a mesh path uses
<Mesh>_FoliageType next to the mesh, or the one other foliage type asset for that mesh (several: the call asks for
a foliage type path), and creates <Mesh>_FoliageType when there is none, saved only when the call places
something and refused while PIE runs. A call that would touch a cell whose foliage actor exists but is not loaded fails and changes nothing:
load that region first. Placement only counts the cell actor of the editor's current data layer / content bundle
context, as the engine does: an unloaded cell actor of another data layer does not block placing into that cell. Builds that do this define the read-only console variable vibeue.Foliage.WorldPartitionCells.
Seed for Reproducibility
Use the seed parameter to get reproducible scatter patterns. Same seed + same parameters = same layout. Use seed=0 for random.
Layer-Aware Placement Requires Landscape
scatter_foliage_on_layer() requires:
- A valid landscape name/label
- A painted layer on that landscape
- Layer weight threshold (0.0-1.0) — only places where weight exceeds threshold
If you get instances_added=0 with instances_rejected ≈ 4× requested, every candidate failed the surface trace or the weight check. Before blaming the threshold, check geometry:
- The scatter circle must overlap the painted part of the named landscape. A landscape is corner-anchored — created at (0,0) it spans (0,0)→(+50400,+50400) for 505 res @ scale 100, so a scatter "around (0,0)" is 3/4 off-landscape.
- Verify weights at a few candidate points first:
unreal.LandscapeService.get_layer_weights_at_location(label, x, y). - If another landscape/mesh overlaps the area at a higher Z, the surface trace hits that surface instead — instances land on the wrong surface or get rejected. Paint a larger area or center the scatter where only the target landscape exists.
⚠️ Common Mistakes to Avoid
| WRONG | CORRECT |
|---|---|
result.success | result.success (Python auto-converts bSuccess) |
result.count | result.instances_added |
result.instances_placed | result.instances_added (NOT instances_placed) |
ft.asset_path on VibeUEFoliageTypeInfo | ft.foliage_type_path (NOT asset_path) |
scatter_foliage(..., landscape="X") | scatter_foliage(..., landscape_name_or_label="X") |
clear_all_foliage() to clear one landscape | clear_all_foliage() removes ALL foliage from the ENTIRE level — use remove_foliage_in_radius() for targeted removal |
| Manually scattering foliage on a cloned landscape | If source uses LandscapeGrassType (procedural), just copy paint layers — foliage auto-generates. Check list_foliage_types(): if 0, foliage is procedural. |
Forgetting to check instances_rejected | Always check — tells you how many failed surface trace or layer filter |
Expecting get_instance_count() == -1 after removing all instances | -1 means the type was never in the level. Once registered, the count is 0 after removal — the foliage type entry persists |
Expecting list_foliage_types() to shrink after clear_all_foliage() | Clearing removes instances, not type registrations — 0-instance entries remain listed. Filter on ft.instance_count > 0 |
set_foliage_type_property(path, "CullDistance", "30000") | Whole structs need UE import text: "(Min=0,Max=30000)". Simpler: set the member via a dotted path — set_foliage_type_property(path, "CullDistance.Max", "30000") |
| Scattering "around the landscape at (0,0)" centered on (0,0) | Landscapes are corner-anchored: created at (0,0) the terrain spans +X/+Y only. Center the scatter on the landscape's actual center (location + (resolution-1)*scale/2) or most candidates miss the surface |
AssetDiscoveryService.list_assets(path) for cleanup | AssetDiscoveryService.list_assets_in_path(path, asset_type) — or the manage_asset tool with action='list' |
Return Types - EXACT Properties
FFoliageScatterResult (from scatter_foliage, scatter_foliage_rect, add_foliage_instances, scatter_foliage_on_layer)
| Property | Type | Description |
|---|---|---|
success | bool | Whether operation succeeded |
instances_added | int | Number of instances actually placed |
instances_requested | int | Number of instances requested |
instances_rejected | int | Number rejected (no surface, slope, layer weight) |
error_message | str | Error details if failed |
FFoliageRemoveResult (from remove_foliage_in_radius, remove_all_foliage_of_type, clear_all_foliage)
| Property | Type | Description |
|---|---|---|
success | bool | Whether operation succeeded |
instances_removed | int | Number of instances removed |
error_message | str | Error details if failed |
VibeUEFoliageTypeInfo (from list_foliage_types)
| Property | Type | Description |
|---|---|---|
foliage_type_name | str | Name of the foliage type |
mesh_path | str | Path to the static mesh |
instance_count | int | Number of instances in level |
foliage_type_path | str | Asset path of the foliage type |
FFoliageTypeCreateResult (from create_foliage_type)
| Property | Type | Description |
|---|---|---|
success | bool | Whether creation succeeded |
asset_path | str | Path to the created foliage type asset |
error_message | str | Error details if failed |
FFoliageQueryResult (from get_foliage_in_radius)
| Property | Type | Description |
|---|---|---|
success | bool | Whether query succeeded |
total_instances | int | Total matching instances (may exceed returned list) |
instances | Array | List of FFoliageInstanceInfo |
error_message | str | Error details if failed |
FFoliageInstanceInfo (individual instance data)
| Property | Type | Description |
|---|---|---|
location | Vector | World location |
rotation | Rotator | World rotation |
scale | Vector | Scale (DrawScale3D) |
instance_index | int | Index in the foliage info array |
Workflows
Quick Scatter Trees
pythonimport unreal result = unreal.FoliageService.scatter_foliage( "/Game/Meshes/SM_Tree_01", 0.0, 0.0, # center X, Y 5000.0, # radius 200, # count min_scale=0.8, max_scale=1.2, seed=42 ) if result.success: print(f"Placed {result.instances_added}/{result.instances_requested}") print(f"Rejected: {result.instances_rejected}")
Create Foliage Type + Scatter
pythonimport unreal # Step 1: Create a reusable foliage type with custom properties ft = unreal.FoliageService.create_foliage_type( mesh_path="/Game/Meshes/SM_Pine_Tree", save_path="/Game/Foliage", asset_name="FT_PineTree", min_scale=0.7, max_scale=1.3, align_to_normal=True, align_to_normal_max_angle=30.0, ground_slope_max_angle=40.0, cull_distance_max=25000.0 ) if ft.success: print(f"Created: {ft.asset_path}") # Step 2: Scatter using the foliage type result = unreal.FoliageService.scatter_foliage( ft.asset_path, 0.0, 0.0, 8000.0, 500, seed=42)
Scatter on Paint Layer
pythonimport unreal # Place grass clumps only where the "Grass" paint layer is dominant result = unreal.FoliageService.scatter_foliage_on_layer( "/Game/Meshes/SM_Grass_Clump", "MyTerrain", # landscape name "Grass", # layer name 1000, # count min_scale=0.5, max_scale=1.5, layer_weight_threshold=0.6, seed=99 ) print(f"Placed {result.instances_added}, rejected {result.instances_rejected}")
Scatter in Rectangle
pythonimport unreal result = unreal.FoliageService.scatter_foliage_rect( "/Game/Meshes/SM_Bush", -5000.0, -5000.0, # min X, Y 5000.0, 5000.0, # max X, Y 300, # count min_scale=0.5, max_scale=1.0, seed=7 )
Place at Specific Locations
pythonimport unreal locations = [ unreal.Vector(0, 0, 0), unreal.Vector(500, 500, 0), unreal.Vector(-500, 500, 0), unreal.Vector(500, -500, 0), unreal.Vector(-500, -500, 0), ] result = unreal.FoliageService.add_foliage_instances( "/Game/Meshes/SM_Tree_01", locations, min_scale=1.0, max_scale=1.0, align_to_normal=True, random_yaw=True, trace_to_surface=True )
Multi-Type Forest
pythonimport unreal configs = [ ("/Game/Meshes/SM_Oak", 300, 0.8, 1.2), ("/Game/Meshes/SM_Pine", 200, 0.7, 1.3), ("/Game/Meshes/SM_Birch", 100, 0.6, 1.0), ("/Game/Meshes/SM_Bush", 400, 0.4, 0.8), ] for mesh, count, min_s, max_s in configs: result = unreal.FoliageService.scatter_foliage( mesh, 0.0, 0.0, 10000.0, count, min_scale=min_s, max_scale=max_s, seed=42) print(f"{mesh}: {result.instances_added} placed")
List and Query
pythonimport unreal # List all foliage types in the level types = unreal.FoliageService.list_foliage_types() for ft in types: print(f"{ft.foliage_type_name}: {ft.instance_count} instances ({ft.mesh_path})") # Get count for a specific type count = unreal.FoliageService.get_instance_count("/Game/Meshes/SM_Tree_01") print(f"Tree count: {count}") # Query instances in a region query = unreal.FoliageService.get_foliage_in_radius( "/Game/Meshes/SM_Tree_01", 0.0, 0.0, 2000.0, max_results=50) for inst in query.instances: print(f" [{inst.instance_index}] at {inst.location}")
Remove Foliage
pythonimport unreal # Remove trees from a building site result = unreal.FoliageService.remove_foliage_in_radius( "/Game/Meshes/SM_Tree_01", 2000.0, 3000.0, 500.0) print(f"Removed {result.instances_removed}") # Remove ALL instances of one type result = unreal.FoliageService.remove_all_foliage_of_type("/Game/Meshes/SM_Bush") # Nuclear option: remove everything result = unreal.FoliageService.clear_all_foliage() print(f"Cleared {result.instances_removed} total instances")
Check Existence
pythonimport unreal # Does the mesh/foliage type exist as an asset? if unreal.FoliageService.foliage_type_exists("/Game/Meshes/SM_Tree_01"): print("Asset exists") # Are there any instances of this type in the level? if unreal.FoliageService.has_foliage_instances("/Game/Meshes/SM_Tree_01"): print("Instances exist in level")
Sample scripts (run via execute_python_code)
scripts/scatter_foliage.txt— create a foliage type from a mesh and scatter instances onto the surface.


