
Description
Please be aware there are TWO versions of this tool, this is the BASE version providing LIMITED functionality.
Link to Production version, for full functionality.
Please look at the website for a detailed overview https://www.foliagetools.com/simulation.php
FT Simulation
Use physical simulation as a placement tool, paint and brush instances into your scene and let them settle naturally.
It is aimed at increasing environmental quality through controlled layering and bringing attention to detail.
A tool focused on hand crafted scenes, a fun and easy way of adding that little extra to elevate the art that is game development.
Built as a hybrid between C++ and Editor Utility Widget, it provides Blueprint flexibility while C++ handles performance critical operations natively.
How it works
Spawn, brush, have fun! Great for scenes and portfolio.
Key Features
Physics based placement, push, pull and whirl instances at runtime with mass normalized forces
Sleep and disable timers, actors manage their own physics lifecycle automatically
Per instance custom data, Array driven material variation, paint channels and custom floats
Re Simulate, adjust parameters and run again without losing your data
Merge Runtime Actors, combine multiple simulation actors into one
Magnet, used to draw instances to a location
Distance to Center, per instance distance value driving material falloff and variation
Culling Radius, remove instances after specified distance
Convert to Static Mesh and back, full flexibility to move your instances between workflows
Component Settings, full control to optimize hism components
Roadmap
Paint Tool, brush gradients and masks directly onto instances, stored in custom data channels, used for blending
Starter content (identical to the Production version)
Demo level Plugin Content > FT_Simulation_Examples > Maps > FT_Simulation_Overview
Documentation https://www.foliagetools.com/simulation.php
Support [email protected] https://foliagetools.com https://x.com/artbyrens
Dependencies: Niagara (included with Unreal Engine, enabled by default)
Disclaimer/Additional Notes: This product is currently in BETA.
Aiming for feature complete ~ Q4 2026, Price will stay the same.
AI was used to locate engine variables and source references, clean up and validate code, peer review implementations and catch vulnerabilities.
All architecture, functionality, structure and design decisions are my own.






