Quick answer: Unreal PCG graph producing zero points despite a populated landscape input? The density filter is too restrictive, or the surface sampler’s extents miss the landscape bounds.

A scatter graph on a forest landscape produces zero outputs. Either the surface sampler isn’t hitting the landscape or the density filter is rejecting everything.

Surface Sampler Extents

The Surface Sampler has explicit bounds. If the bounds don’t overlap the landscape, no points generate. Match bounds to the landscape’s extents or use Use Surface Bounds.

Density Filter Range

Density Filter rejects points below threshold. Default 0.5 is reasonable but combined with a low-variance sampler can cut everything — check the histogram in the PCG debug view.

Spatial Noise Seed

If you derive density from a noise node, the seed and offset matter. A flat-zero noise output (rare config) zeroes density and all points get filtered.

Verifying

Run with Debug Display on the output node — you see green dots at expected density. The downstream spawn pass produces the meshes.

“Zero PCG output is bounds, density, or noise. Debug-view each node to find the killer.”

Build PCG graphs incrementally with Debug Display on each node. You see exactly where points disappear without binary-searching.