create_foliage_type
Creates and saves a FoliageType asset wrapping a static mesh, so it can be placed as foliage and tuned with property tools.
Instructions
Create and save a FoliageType asset (UFoliageType_InstancedStaticMesh) wrapping a static mesh, so it can be placed as foliage and tuned with set_foliage_type_properties. Creating the asset is safe; note that the tools that PLACE instances of it (add_foliage_instances, scatter_foliage_in_box, scatter_foliage_on_layer) can crash the editor, so plan to scatter via instanced-static-mesh components or PCG. For landscape GRASS driven by the terrain material use create_landscape_grass_type instead.
Returns: { name: string, package_path: string, asset_path: string, static_mesh: string, foliage_class: string, created: bool, already_exists: bool, mesh_set: bool, saved: bool, message: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name, e.g. FT_Grass | |
| package_path | No | Target content path, defaults to /Game/Foliage | |
| static_mesh_path | Yes | Full path of the source StaticMesh |