Is there a mesh placement tool like this in UE4?

At 1:48 to 1:51 in this [video][1] of the snowdrop engine, a static mesh comprising of multiple rocks is deforming beautifully to the undulation of the terrain when being placed. Is there a way to do this in UE4 currently? And if not will it be implemented perhaps in furture? This would put an end to horrible floating meshes, cut down on SM’s and also wasted geo under the surface. Not to mention how a huge time saver.

Hi Chimp,

I’m linking the video here for anyone that is not familiar with the Snowdrop Engine

This feature is already in the engine. It is our Foliage tool. You can find the documentation on it here..

You can achieve the same look as their engine as well. There is not a way to show the objects live updating as they are moved across the terrain. You are able to paint them to the terrain using the foliage tool and you can adjust the settings to get the look and feel you would like.

To solve the “floating meshes” when you are painting foliage on the landcape set your “Z-offset” in the foliage tool for the minimum and maximum values. This will solve the floating meshes you described.

Thank you!

Tim

Thanks Tim.
Sorry should have explained this a little better. I know the foliage tool places groups of single static meshes similar or same as udk but I’m wondering can we place a single static mesh that conforms to the terrains surface

. ie. I make a single static mesh in Maya which is 2x2 meters comprising of many little stones and rocks, is it possible that that mesh can conform to the terrains undulation when placed? When we do this in udk for example, the terrain it’s placed on has to perfectly flat for parts of that mesh not to float. see attached pic.

I’m looking for this too. Bump.