For this project I took a deep dive in procedural foliage workflows for Unreal Engine, with a large focus on Houdini's procedural content generation and how it interacts with Unreal's built in tools.
All 3D assets were either megascans, asset packs, or from the fab store.
Volume based foliage spawning based on provided foliage assets
Walk through of some of the Houdini settings within Unreal, allowing for procedural spawning to provided meshes
Mater material settings for Environment Artist and Level Design usage