SGKv2 uses the engines build in foliage components, this means you can use tools like PCG to spawn foliage into your level and have that foliage be a harvestable resource.

The video below shows an example of how you set a Static Mesh Spawner node in your own PCG graph to use SGKv2’s foliage components. If you need more info on how PCG works and how to create your own PCG graphs Epic have documentation on that here.

https://dev.epicgames.com/documentation/unreal-engine/procedural-content-generation-overview?lang=en-US

You must also make sure the mesh has collision and that in the Static Mesh Spawner the Collision Presets that it has Collision Enabled set to Collision Enabled and that Interaction is set to Block. In the example below I use the Block All preset to do this, but you may want to customize your mesh collision more.