What problem does it solve? Building outdoor environments in Unreal Engine requires coordinating three distinct systems — Landscape terrain, instanced foliage (HISM), and the PCG framework — each with non-obvious dimension rules, class hierarchies, and performance pitfalls that cause silent failures like unpaintable layers or stale cluster trees. ## Core Features & Use Cases - Landscape Terrain: Create and sculpt heightmap landscapes with correct component/section math, material weight layers via ULandscapeLayerInfoObject, edit layers, splines, and Nanite rendering. - Instanced Foliage & HISM: Paint and batch-manage vegetation through UFoliageType assets and UHierarchicalInstancedStaticMeshComponent, including cluster tree rebuilds, cull distances, and World Partition cell behavior. - PCG Procedural Generation: Author and extend PCG graphs from C++ (UPCGSettings/UPCGElement subclassing), sample landscape data, and trigger runtime or partitioned generation via UPCGComponent. - Use Case: Populate a 1:1 scale city map with roadside trees by sampling landscape slope and layer weights in a PCG graph, then batch-spawning HISM instances with a single BuildTreeIfOutdated call. ## Quick Start Ask the assistant to create a Nanite-enabled landscape with painted grass layers and procedurally scattered trees using a PCG graph in Unreal Engine 5.