Vegetation Area System Component

The Vegetation Area System component handles the placement and removal of vegetation instances throughout your world, based on its configured rules.

For more information about how the Vegetation Area System component works within the vegetation system, see the Technical details section in this topic.

This is a system component, meaning it already exists when you add the vegetation system through the Vegetation Gem. You can configure vegetation area properties per level, through the Vegetation System Settings level component.


Vegetation Gem

Source code



View Area Grid SizeThe number of sectors, for each side, of a managed grid in a scrolling view centered around the camera1 to 12813
Sector Point DensityThe number of equally spaced vegetation instance grid placement points, for each side, within a sector1 to 6420
Sector Size In MetersThe size in meters, for each side, of each sector.1 to 102416
Thread Processing IntervalThe delay in milliseconds between processing queued thread tasks.0 to 5000500
Sector Search PaddingIncreases the search radius for surrounding sectors when enumerating through vegetation instances.0 to 20
Sector Point Snap ModeControls whether vegetation placement points are located at the corner or the center of the cell.Corner, CenterCorner


File: Gem/sVegetation/Code/Include/Vegetation/Ebuses/AreaSystemRequestBus.h

Request NameDescriptionParametersReturnScriptable
RegisterAreaAdds a Vegetation Area entity to the system for processing.AZ::EntityId, AZ::u32, AZ::Aabb&NoneNo
UnregisterAreaRemoves a Vegetation Area entity from the system.AZ::EntityIdNoneNo
RefreshAreaQueues a Vegetation Area to update its data within the system and marks regions of sectors dirty for reprocessing.AZ::EntityId, AZ::u32, AZ::u32, AZ::Aabb&NoneNo
RefreshAllAreasUpdates the cached data for all registered areas and causes the entire system to repopulate.NoneNoneNo
ClearAllAreasForces all cached data and instances in every sector to be removed, and causes the entire system to repopulate.NoneNoneNo
MuteAreaTells the Vegetation Area System to ignore the specified area when refilling sectors because it’s managed elsewhere. This is the case with areas controlled by Vegetation Layer Blenders.AZ::EntityIdNoneNo
UnmuteAreaRe-enables direct processing of a Vegetation Area that was previously muted.AZ::EntityIdNoneNo
EnumerateInstancesInOverlappingSectorsVisits all instances contained within every vegetation sector that overlaps the given bounds, until the callback function decides otherwise. Additionally, the sector boundary is located by the Sector Search Padding value in the Area System component’s configuration.AZ::Aabb&, AreaSystemEnumerateCallbackNoneNo
EnumerateInstancesInAabbInvokes a callback function for every Vegetation Instance that intersects the specified boundsAZ::Aabb&, AreaSystemEnumerateCallbackNoneNo
GetInstanceCountInAabbGets the current number of instances contained within the axis-aligned bounding box (AABB).AZ::Aabb&AZStd::size_tYes
GetInstancesInAabbGet the list of instances contained within the AABB.AZ::Aabb&AZStd::vector<Vegetation::InstanceData>Yes

Technical details

The Vegetation Area System component tracks registered vegetation areas and uses them to populate the region surrounding the camera. That region is a configurable-sized grid of sectors with details about the environment and what vegetation exists within it. Each sector analyzes overlapping surfaces to gather and cache surface data samples by performing downward intersection tests at each point on a sub-grid. These samples represent all of the available points regarding where to plant vegetation.

When the camera moves or other events occur to modify the state of vegetation areas or surfaces, the Vegetation Area System component receives a notification. Then, it queues tasks for processing sectors and vegetation areas on another thread. Sectors that fall outside of the region are destroyed. New or remaining sectors within the region are evaluated to determine if they need to be filled.

Each sector that’s being filled traverses all of the overlapping vegetation areas in priority order. Each vegetation area gets a list of the sector’s available points, each of which it can examine and claim. If it does, it removes the point from circulation. When a vegetation area claims a point, no other vegetation areas can use it. A sector completes its processing when either there are no more available points or all vegetation areas are already processed.

For example, the Vegetation Layer Spawner component analyzes each point and determines if the point can be claimed based on its configuration, shape, and other filters. If all is successful, the Vegetation Layer Spawner will request to create an object, or vegetation instance, at that location. These instance creation and destruction requests are sent to the Vegetation Instance System component.