Descripci ón
A sci-fi forest of pale, hollow-pored trunks — some bare, some still heavy with leaves, some of them taken over by ivy, ferns and mushrooms. You can watch the 4K Cinematic Trailer here: SCI-FI Dead Tree Environment Pack - Cinematic Trailer
Tutorials on: YOUTUBE CHANNEL
Support discord here: DISCORD SUPPORT
Two demo environments ship finished and fully lit. Behind them sits everything that built them: 122 unique meshes, 303 textures, and a working Procedural Content Generation setup. You are not buying a folder of props, you are buying the system that places them.
One PCG graph builds the forest end to end. Drop it on a new landscape and the biome builds itself.
WHAT DRIVES THE PACK
Procedural forest system: A single PCG graph generates the full biome — trees, roots, ivy, ground foliage, mushrooms and rock formations. The graph exposes amount values for trees, ferns, grass, junipers, ground ivy, pampas, wheat, big roots, generic rocks and small and big rock formations, steepness spawn thresholds for trees, grass, undergrowth, root rocks and the forest path, and min and max undergrowth patch size — all editable on the actor without opening the graph.
Three spline blueprints: carve a forest path, clear all foliage, or remove only trees. Draw a spline, get a clearing.
Packed level actors: Eleven pre-assembled arrangements, ready to drop in or feed back into the PCG system.
Lit and ready to shoot: Both World Partition demo maps ship fully lit with Lumen. Drop a camera in and render — no lighting setup on your side.
Optimized for real-time rendering: Nanite geometry and Lumen global illumination throughout. Nanite Foliage is enabled, so dense canopies stay efficient at distance. Foliage is deliberately mixed: some meshes are fully modeled 3D geometry, others use alpha-masked cards.
CONTENT
Trees — 30 complete trees. 10 base trees, each in three states: bare, densely leafed, and sparsely leafed with mushrooms growing on it.
Roots — 5 large root systems, 10 small roots.
Ivy — 15 meshes across three types: ground, hanging and dead ivy.
Foliage — 10 ferns, 10 junipers, 5 grass, 5 pampas, 5 wheat.
Mushrooms — 10 standalone meshes with a dedicated subsurface profile.
Rocks — 3 cliffs, 5 rocks, 3 stones, 3 ground meshes.
Sky — 1 sky dome mesh with its own material.
Showcase — 2 display props - very basic.
Packed level actors — 11 drag-and-drop assemblies.
BPP_LI_DeadTree_Hero_01 - 05: Hero compositions built around one or more dead tree variants, dressed with large and small roots, ivy and ferns.
BPP_LI_StoneFormation_A - E: Several rocks and stones grouped into natural formations, dressed with ferns and small foliage.
BPP_LI_GroundMesh_01: Ground mesh kit.
Spline tools — 3 blueprints:
BP_Spline_ForestPath: Carve a path through the biome.
BP_Spline_Delete_Trees: Remove trees inside the spline.
BP_Spline_DeleteAllFoliage: Clear all foliage inside the spline.
Materials — 8 master materials, 71 instances, 5 material functions, one parameter collection for global wind control.
Landscape — auto-landscape master material with 4 layers: blends by slope and height, plus paintable cliff, dirt and ground layers.
MAPS
L_Showcase — full look-dev scene, opens with everything loaded.
L_Demo_Map_ForestGround — dense forest biome, World Partition.
L_Demo_Map_GrassLand — open grassland biome, World Partition.
SETUP
This is a complete Unreal Engine project. It ships with the PCG plugin enabled, Nanite Foliage turned on, the texture streaming pool raised for the 4K texture set, and DirectX 12 with Shader Model 6 and hardware ray tracing already configured.
Engine Scalability — set Global Illumination to High or Epic. Unreal disables Lumen entirely at the Low scalability level, and this pack is lit with Lumen. Epic's documentation on Lumen Performance Guide.
Two things are worth knowing before you open a demo map:
World Partition — the two demo maps stream on demand and open empty. Open the World Partition window and load the region you want to work in.
Skylight — after loading World Partition regions, select Skylight in the Outliner and press Recapture under Sky Light - Recapture Scene.
Moving the assets into an existing project — if you migrate the content out instead of working in the project as it ships, your own project settings apply. Enable the PCG plugin, turn on Nanite Foliage in Project Settings > Rendering (it is off by default and needs an editor restart), raise r.Streaming.PoolSize to suit the 4K texture set, and set r.LumenScene.SurfaceCache.AtlasSize=8192 — the engine default of 4096 is not enough for a scene this dense.
BEFORE YOU BUY
Unreal Engine 5.8 only. Assets saved in 5.8 cannot be opened in earlier engine versions.
A GPU with hardware ray tracing support is required. Without one, Unreal falls back to software tracing and the lighting will not match the screenshots.
Lighting is fully dynamic (Lumen). The pack does not ship baked lightmaps and the meshes do not carry dedicated lightmap UV channels.
All meshes use Nanite. There are no traditional LODs — if you disable Nanite, the fallback mesh is used instead.
Two Runtime Virtual Textures are included for blending meshes into the terrain. They are not set up in the demo levels — you need to configure them manually.
The demo maps are lit with Lumen hardware ray tracing on DirectX 12 with Shader Model 6. The pack still works without a DXR-capable GPU — Lumen falls back to software tracing — but the lighting will not match the screenshots.
TECHNICAL DETAILS
Type of Assets: Static Meshes, Materials and Material Instances, Textures, PCG Graphs, Blueprints, Packed Level Actors, Demo Levels, Landscape Layers.
Number of Unique Meshes: 122
Collision: Yes — 75 meshes have convex collision. Foliage (ivy, ferns, junipers, pampas, wheat) ships without collision by design.
Triangle Count: Median 1,743 per mesh. The 10 densely leafed tree variants carry fully modeled Nanite foliage and range from 82,000 to 274,000 triangles.
LODs: Nanite enabled on all 122 meshes. No traditional LODs.
Nanite: Enabled on all meshes. See Epic's official documentation: Epic's Documentation on Nanite
Nanite Foliage: Enabled. See Epic's documentation: Epic's Documentation on Nanite Foliage
Foliage approach: Mixed. Some meshes are fully modeled 3D geometry, others use alpha-masked cards.
Number of Materials and Material Instances: 8 master materials, 71 material instances, 5 material functions, 1 material parameter collection, 1 subsurface profile.
Number of Textures: 303 (+ 2 Runtime Virtual Textures, not set up in the demo levels).
Texture Resolutions: 4096x4096 (254), 2048x2048 (38), 1024x1024 (11)
Number of Blueprints: 3 spline tools + 11 packed level actors.
Number of PCG Graphs: 2 (1 forest system + 1 grassland variant), plus 1 PCG data asset
Required Plugins: PCG (Procedural Content Generation) — ships with Unreal Engine and comes enabled in the project. No marketplace or third-party plugins required.
Documentation: In-level instructions on the demo maps, technical walkthrough and tutorials -available soon on - YOUTUBE
Important/Additional Notes: Demo maps use World Partition — load regions from the World Partition window. See Epic's official documentation: Epic's Documentation on World Partition











