In this episode of the unreal engine planet generation system, we are going to work on a how to define a height or ground elevation region that the given foliage type grows. In a flat landscape, we can simply check the Z component of the landscape location and see of that is within the height range of the foliage type. But on a planet, we need to consider the distance from the center of the planet when we check the landscape height or elevation. We will see how to do that in this episode.