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Unreal Engine 5 - Runtime Foliage Generation #9 - Multiple Grass Types [C++]

This is the 9th part of the runtime foliage generation system we are working on our infinite world system. In last episode, we implemented a system to populate grass meshes in the runtime generated world we have created. Today we will work on how to use multiple grass types and how to implement rules to distinguish the areas where different types of grass grow.

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Unreal Engine 5 - Runtime Foliage Generation #9 - Multiple Grass Types [C++]

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