Path Scatter – Align to Surface with Custom Input Introduce an “Align to Surface” checkbox for Path Scatter nodes, with the option to specify a custom surface input — similar to how Surface Scatter handles alignment.
When using Path Scatter on a landscape, we run into issues with displaced surfaces — meaning we can only build clean, reliable roads on mostly flat terrain unless we pivot fully into UE’s native PCG workflows. From what I’ve found, Path Scatter can’t reference external geometry or surfaces for alignment — possibly expected behavior (unless I’ve missed something lol).
Density Scaling Caveat – Surface Scatter + Proximity Mask: I’ve tested Surface Scatter with a proximity mask around a spline. While it works, it doesn’t give consistent scatter density where needed. - We can boost the max scatter count, but I’m only seeing ~1–20% of it appear visually — understandable since it calculates across the whole mesh, but not ideal for localized control.
Adding an Align to Surface input to Path Scatter could help avoid that mismatch and keep density focused along the spline. This would allow more reliable and flexible control when placing roads or paths on uneven terrain — without abandoning spline workflows or using awkward workarounds.
I’ve attached screenshots (including one labeled “Desired Interaction”) that highlight current limitations.
I also tried object masking with Surface Scatter, but it doesn’t consistently follow spline shape or offer the same precision.
This feature could even behave like a Bounds Scatter, driven by spline input with built-in proximity and alignment controls.
Summary - Path Scatter with “Align to Surface” checkbox
- Localized density scaling via spline
- Better alignment for displaced terrain (great for roads/paths)
Glad to be corrected if there’s a better way! Thanks for reading my word soup