I made a simple landscape in Gaea 2 and exported the height map into Unreal Engine.
An auto material was applied to the landscape so I could adjust the height and falloff of the snow and the mountain side.
Snow Height
Snow Falloff
Using Unreal’s PCG I scattered points around the landscape while avoiding larger objects using tags and a clearing around the ruins using a spline.
Using the points that generate bigger trees, I created a grid of points around the base to spawn smaller saplings.
I created two splines, one to control where trees would stop generating and one to control smaller vegetation like grass and flowers.
Spline 2 affects the trees, and spline 1 affects the grass and flowers. I wanted to use a separate volume in the ruins to have more control over how much vegetation spawned.
I did not want the grass to be one giant uniform clump so I added some variation with a perlin noise filter to have more natural patches.
I added another tag to prevent grass from spawning in areas that are blocked by giant objects such as walls or giant rocks.
I wanted a lot more sparse distribution of points to spawn smaller vegetation like weeds and a variety of different flowers.
I used similar PCG setups and changed density filter values and perlin noise/Static Mesh Spawner seeds to prevent overlap when generating the smaller vegetation.