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No. 0572 AR ArtEQLabs Pro

Physics Pile Scatter

UE 5.4–5.85/52.0.5

Module: Art · Category: Scatter · Tool ID: PhysicsPileScatter

Scatter that obeys physics. Hold the left mouse button over a surface and meshes rain down from height; an in-editor Chaos simulation then settles them into piles that rest against each other and the ground the way real objects do. When the arrangement is right, bake it to a single instanced component.

This is the answer to piles, rubble, debris fields and clutter — the arrangements that look wrong when placed on a grid and take forever by hand.

Physics Pile Scatter panel with the mode active, a two-mesh weighted palette, Drop Settings, and the three Distribution Masks (slope, Poisson spacing, vertex colour).
Physics Pile Scatter panel with the mode active, a two-mesh weighted palette, Drop Settings, and the three Distribution Masks (slope, Poisson spacing, vertex colour).
A drop stroke painted from a weighted mesh palette, 173 meshes settled with Chaos physics inside the editor, and the pile baked to instanced components.
  • Rubble, debris and destruction dressing
  • Piles of crates, barrels, sandbags: anything stacked
  • Natural scatter that must rest on uneven ground rather than intersect it
  • Clutter in corners and against walls, where hand-placement is slow and grid placement looks fake
  • Any scatter where inter-object contact is the point
  • Don’t use it for foliage. Grass and trees want a distribution tool, not a physics sim — use Procedural Scatter Suite.
  • Don’t use it for precise placement. The whole point is that physics decides. For exact positions use Vertex Snap Helper.
  • Don’t drop thousands of bodies. There is a hard cap for a reason; work in passes and bake between them.
  1. Open the EQLabs Hub and search for scatter or pile (or browse to Art → Scatter).
  2. Click the tool card.
  3. Click Activate, then hold LMB over a surface in the viewport to rain meshes.

If activation fails, another editor mode is blocking it — the tool says so rather than silently doing nothing.

Activate → build a palette → hold LMB to drop → Settle → Bake to Instances
ActionEffect
Drop & SimulateDrop with simulation running
SettleRun the physics settle on what has been dropped
StopFreeze meshes where they are — undoable
RevertRestore meshes to their pre-settle transforms
Clear DroppedRemove all dropped meshes — undoable
Bake to InstancesMerge into one instanced component — 1 draw call, undoable

Revert is the safety net worth knowing about. A settle that goes wrong — everything sliding into a heap — is one click from undone, back to where the meshes landed.

Painting a drop stroke of 173 pieces from the mesh palette.
Painting a drop stroke of 173 pieces from the mesh palette.
Chaos physics settling the pieces into a pile.
Chaos physics settling the pieces into a pile.
The finished pile kept as instances.
The finished pile kept as instances.
ControlNotes
Add SelectedAdds static meshes selected in the Content Browser
Add WeightRelative weight for newly added meshes — edit per-row afterwards
Clear PaletteEmpties it — drops fall back to a default cube
Check CollisionVerifies the palette meshes have usable collision

Weights are relative pick probabilities, editable per row. A palette of one crate at weight 1 and one plank at weight 4 gives roughly four planks per crate.

Run Check Collision before a big drop. Physics scatter depends entirely on collision; meshes without it fall through the world or interpenetrate. The check reads the active mode’s palette, so activate first.

An empty palette is not an error — drops fall back to a cube, which is genuinely useful for blocking out a pile’s silhouette before committing to art.

SettingNotes
Spawn HeightDrop height above the surface (cm)
Brush RadiusHorizontal jitter radius of the drop brush (cm)
Drops / SecondMeshes spawned per second while the brush is held
Settle SecondsMax time the simulation runs before freezing
Max Rigid BodiesHard cap on simultaneous dropped meshes — performance safety
Random Yaw OnlyOn: randomise yaw only. Off: full 3-axis rotation

Random Yaw Only is the switch that decides what kind of pile you get. Yaw-only keeps objects upright — right for crates, barrels, anything with a clear “up”. Turn it off for rubble and debris that should land at any angle.

Drops whose footprints overlap earlier drops in the same stroke are stacked one mesh-height higher each. A held brush therefore rains a column, not a scattered layer — which is how you build a tall pile rather than a flat one.

Changing these settings requires Apply Settings to push them to the active mode. Settings are also applied automatically on Activate. If a change seems to do nothing, click Apply.

Three independent filters controlling where drops are accepted. All require Apply after changing.

Only deposit where local ground slope falls within a range. The ground is re-traced under each drop, so this respects real geometry rather than a heightmap approximation.

SettingNotes
Min Slope (deg)Lowest accepted slope. 0 = flat ground
Max Slope (deg)Highest accepted slope. 90 = vertical wall

Use it to keep debris out of steep terrain, or to place it only on slopes.

Rejects a drop when an accepted drop is closer than the spacing, measured as ground-plane distance.

SettingNotes
Min Spacing (cm)Minimum ground-plane distance between drops

Because it is measured on the ground plane, it thins coverage without preventing stacking — objects can still pile vertically.

Only drop where the ground mesh’s painted vertex colour passes a test — paint the terrain to author where scatter lands.

SettingNotes
Color Channel0=R 1=G 2=B 3=A
Color ThresholdChannel threshold, 0..1
Pass When Above ThresholdOn: drop where channel ≥ threshold. Off: where channel ≤ threshold

This is the most controllable of the three — it turns scatter placement into a painting task, and the same painted mask can drive several passes with different palettes.

The section that tames the classic physics-scatter explosion, where overlapping drops launch each other across the level.

SettingNotes
Max Separation SpeedPer-body depenetration clamp (cm/s). Low (~100) makes overlapping drops ease apart instead of launching. Raise if piles feel sticky
Settle Linear DampingBleeds linear energy so bodies stop sliding. Higher = calmer
Settle Angular DampingBleeds spin. Higher = less tumbling
Settle SubstepsSolver advances per editor tick. More = more stable contacts, slightly slower. 4 is a good default

If a pile explodes, Max Separation Speed is the first knob. If it instead looks glued together and refuses to spread, that same value is too low.

Saved as UEQPileScatterPreset assets under /Game/EQLabs/PileScatterPresets. A preset carries both the drop settings and the mesh palette, which is what makes it shareable.

ControlNotes
Load Preset / LoadCopies settings + palette into the panel and the active mode
Save As / Save PresetSaves current settings + active mode’s palette. Name is auto-sanitised

Activate the tool before loading a preset, or the palette half is not restored — you get the settings without the meshes.

Bake to Instances merges the dropped and settled meshes into a single instanced component — one draw call — and is undoable.

Bake when the arrangement is right. Leaving hundreds of individual actors in the level is the expensive way to ship a pile.

  • Apply Settings after changing anything. Masks and drop settings live in the panel and are pushed to the mode on Activate/Apply.
  • Check Collision before dropping. Meshes without collision fall through the world.
  • Revert undoes a bad settle back to the drop positions — reach for it before Clear.
  • A held brush builds a column, not a carpet. Same-stroke overlaps stack by mesh height.
  • Explosions mean Max Separation Speed is too high; sticky piles mean it’s too low.
  • Activate before loading a preset, or the palette is skipped.
  • The Max Rigid Bodies cap is a performance guard. Work in passes and bake between them rather than raising it far.
  • Settling is timed. If a pile is still moving when Settle Seconds runs out it freezes mid-motion — raise the limit or damping.
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