Individual skill

foliage

Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove foliage on a surface.

Content/Skills/foliage/SKILL.md

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Nov 10, 2026

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Nov 10, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (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.
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