Unreal Engine –ia scatter UE296

ia scatter

I have been scattering objects on objects for more than 20 years now, and for this I have used literally every tool and software that existed throughout the years. Gathering all my scattering experience, favorite options, test cases and methodology, I released ia scatter for blender in blendermarket about 8 months ago.

The introduction of nanite and nanite foliage support makes unreal engine perfect for extreme instancing.

This right here is the unreal engine version of ia scatter. It can be used to scatter instances of static meshes or blueprint actors on any surface. sutable for abstract, plants, nature, rocks, buildings, antennas on buildings, suitable for anything.

Whether you’re creating a large open-world environment or a small indoor scene, ia scatter will help you bring life to your project and create natural and immersive scenes in no time. This tool helps you scatter assets with a few clicks, creating a seamless and convincing environment in minutes, easily, with precision and control. Save time and increase productivity by avoiding tedious manual placement, while still retaining the flexibility to make changes on the fly.

Features:

  • Area, spline, planar, linear and point tracing options. 1D and omnidirectional
  • static mesh voxelization distribution and texture map instance projection
  • static mesh and actor(blueprint) instancing (with probability setting)
  • convex / concave detection mode
  • clustering
  • scale falloff gradient with ratio control
  • look-at rotation options and target (3d widget)
  • use spline from separate actor
  • apply spline rotation to instances
  • fixed instance distance along spline
  • tracing special behavior based on physical materials and selection of actors
  • ignore actors from trace (trace passthrough)
  • Avoid overlapping (2 methods) and instance minimum distance
  • Slope angle distribution
  • function in control panel with autoPopulate (append selected static meshes or blueprints to selected ia scatter(s))
  • function in control panel to convert scattered instances to actual scene actors
  • Scattering area can be rotated to face any direction
  • Separate instanced mesh relative scale
  • Complete instance rotation control with rotation snapping
  • Complete instance uniform and non uniform scale control
  • Align instances to normal
  • Instances distance from face (along normal)
  • Instance collision type selection
  • both construction script and event graph / runtime execution