Overview
The Procedural Tree Density Generator is an Unreal Engine tool built to populate large outdoor spaces without manually placing every tree. It exposes designer-facing controls for forest composition, progression, density, placement, appearance, and runtime performance.
Design Goal
The goal was to create a reusable system that supports rapid environment iteration while keeping generation predictable and performant. Designers can tune how forests develop over distance, choose weighted mesh groups, and control when trees are spawned or removed around the player.
Technical Implementation
The generator was designed as a configurable tool rather than a fixed one-off system. Tree groups contain multiple mesh variants and separate early- and late-game weights, allowing the forest composition to change as progression advances.
Key Features
- Weighted tree groups with multiple mesh variants.
- Distance-based progression and density curves.
- Separate starting, peak, and ending density multipliers.
- Runtime spawn and removal limits to spread work across updates.
- Ground tracing, player-distance restrictions, scale variation, and lean controls.
- Configurable rendering distance and update cadence for performance tuning.