StraySpark Docs
StraySpark Docs
DashboardWebsiteStraySpark Documentation

Products

Procedural Placement ToolGetting StartedConfigurationDensity ModesBiome ZonesSpline ScatterExclusion ZonesPresetsExamplesAPI ReferenceChangelog
Cinematic Spline ToolGetting StartedCamera Modes and FeaturesFilmback PresetsComponentsSequences and Camera ManagerCamera CollisionExamplesAPI Reference
Blueprint Template LibraryGetting StartedHealth SystemInventory SystemDialogue SystemQuest SystemAbility/Buff SystemStat/Attribute SystemInteraction SystemSave/Load SystemProgression SystemFaction / Reputation SystemStatus Effect SystemLoot Table SystemSkill Tree SystemParty / Team SystemNetworking & Event BusAI IntegrationDebug ToolsExamplesAPI ReferenceChangelog
DetailForgeGetting StartedAttributesConditional LogicDisplay WidgetsAPI Reference
UltraWireGetting StartedWire RoutingWire EffectsNode ThemingMinimap & HeatmapPresetsSettings Reference
Unreal MCP ServerGetting StartedInstallation and ConfigurationTool CategoriesTool PresetsResourcesPromptsArchitectureSTDIO BridgeAPI Reference
Blender MCP ServerGetting StartedInstallationTool CategoriesPresetsResourcesPromptsConfigurationArchitectureAPI Reference
Godot MCP ServerGetting StartedInstallationTool CategoriesResourcesPromptsArchitectureAPI Reference

Blender Addons

AI Material GeneratorGetting StartedProvidersPresetsTweak ModeNode ReferenceAPI Reference
Procedural Damage & Wear SystemGetting StartedWear EffectsPresetsExportSurface TypesAPI Reference
One-Click PBR Bake & ExportGetting StartedChannelsEngine PresetsChannel PackingBatch BakingAPI Reference
Procedural Placement Tool

Getting Started

Install the Procedural Placement Tool and create your first scatter in under 5 minutes.

This guide walks you through installing the plugin and creating your first scatter. By the end, you will have instances placed across your terrain using the Procedural Placement Tool.

Prerequisites

  • Unreal Engine 5.7
  • A level with some terrain (landscape, static meshes, or BSP)
  • At least one static mesh to scatter (e.g., a rock, tree, or grass clump)

Installation

  1. After purchasing, download the plugin ZIP from your account dashboard.
  2. Extract the ZIP into your project's Plugins/ folder so the structure is Plugins/ProceduralPlacement/ProceduralPlacement.uplugin.
  3. Open your project in UE 5.7.
  4. Go to Edit > Plugins, search for "Procedural Placement", and check Enabled.
  5. Restart the editor.

Tutorial: Your First Scatter

Step 1: Place a Scatter Actor

  1. In the Place Actors panel, search for ProceduralScatterActor
  2. Drag it into your level viewport
  3. Position it above your terrain

Step 2: Size the Bounds

  1. Select the scatter actor
  2. In the Details panel, find Components > BoundsComponent
  3. Set the Box Extent to cover your target area (e.g., X=5000, Y=5000, Z=5000)
  4. Or use the transform gizmo to scale the wireframe box in the viewport

Step 3: Add a Layer

  1. In Details, find Placement > Rules > Inline Layers
  2. Click the + button to add a new layer
  3. Expand the layer and configure:
    • Layer Name: "My Rocks"
    • Meshes: Click + and assign a static mesh
    • Density: 0.5
    • Min Spacing: 100

Step 4: Generate

  1. Scroll down to the bottom of the Details panel
  2. Click the Generate button
  3. Instances appear in the viewport

Step 5: Iterate

  • Change Density and click Generate again
  • Click Randomize Seed for a different arrangement
  • Click Clear to remove all instances
  • Add more layers for variety

Common Settings Cheat Sheet

SettingTypical RangeNotes
Density0.01 - 5.0Instances per square meter. Trees around 0.05, grass around 2.0
Min Spacing0 - 1000Centimeters. Trees around 400, bushes around 150, grass around 20
Min Scale0.5 - 1.0Smallest instance scale
Max Scale1.0 - 2.0Largest instance scale
Min Slope0Degrees. 0 = flat
Max Slope30 - 90Degrees. 30 = gentle hills, 90 = vertical
Noise Scale200 - 2000Perlin noise frequency. Larger = broader patterns
Scatter Width100 - 1000Spline only. Band width in cm
Cluster Radius50 - 300Cluster spread distance in cm
Cluster Spacing200 - 1000Distance between cluster centers in cm

Troubleshooting

No instances appear

  • Check that the Meshes array has at least one entry with a valid mesh
  • Verify Density > 0 and bEnabled = true
  • Make sure the bounds box overlaps terrain
  • Check TraceHeight is high enough to cover your terrain elevation
  • Look at Generation Statistics for filter breakdown

Too few instances

  • Increase Density
  • Reduce MinSpacing
  • Widen slope/height ranges
  • Check that biome volumes cover the area

Instances floating or underground

  • Adjust HeightOffset (positive = up, negative = down)
  • Ensure terrain has collision enabled for traces

Performance is slow

  • Reduce Density or increase MinSpacing
  • Use HISM (StaticMesh mode) instead of BlueprintActor for large counts
  • Reduce the scatter bounds to cover less area
  • Use fewer layers with simpler meshes

Instances clip into buildings

  • Place ExclusionZoneVolume actors around buildings
  • Enable Check Actor Collision with appropriate radius
  • Use layer-specific exclusion to block only large objects

Next Steps

  • Configuration -- All layer settings in detail
  • Density Modes -- Choose how instances are distributed
  • Biome Zones -- Define distinct vegetation regions
  • Spline Scatter -- Scatter along paths
  • Presets -- Start with built-in presets
  • Examples -- Practical recipes for common scenarios

Procedural Placement Tool

Advanced rule-based scatter system for foliage, props, and buildings in Unreal Engine 5.7.

Configuration

Complete reference for all placement layer settings including density, filters, alignment, scaling, clustering, and more.

On this page

PrerequisitesInstallationTutorial: Your First ScatterStep 1: Place a Scatter ActorStep 2: Size the BoundsStep 3: Add a LayerStep 4: GenerateStep 5: IterateCommon Settings Cheat SheetTroubleshootingNo instances appearToo few instancesInstances floating or undergroundPerformance is slowInstances clip into buildingsNext Steps