title: How to implement a re-spawnable forest system in UnrealEngine?
body: <p>In most Survival craft game, there is a big forest foliage system. player could chop them, collect wood to build something, these tree will be cut down and respawned by game self, or could be planted by player. and next time open the game, these tree's position and age(scale or size) is still here, so the tree's data must be write into save file.</p>
  <p>so, how to do that?</p>
  <ol>
  <li><strong>how to render a large of tree</strong>: use instanced static mesh to render it.</li>
  <li><strong>how to generate all the trees initial position according to the landscape auto material?</strong>: I mean create a auto material for landscape to divide terrian as different region like grass ground, forest ground, snow mountain and so on, different region grows different trees, so how to initial these trees data when game first started.</li>
  <li><strong>how to respawn the tree</strong>: the system should respawn some new child tree in ground over time.</li>
  <li><strong>how to interactive with player</strong>: when these tree is far away player, can use instanced static mesh to render it, when player close to these tree, swap it to Actor, this is my solution.</li>
  </ol>
  <p>I used Procedural Foliage Volume to generate trees, it works fine, but the generate area is a box, it can't accroding to my landscape, so I delete the volumen. then I use the <strong>landscape grass output</strong> to generate trees, it nicely follow the landscape, but it seems not instanced static mesh, I can't find InstancedStaticMeshComponent in Landscape Actor, so I can't swap it to Actor.</p>