More like UE4/5 foliage tool working or Unity’s landscape tool but on ANY mesh.
Unreal honestly doesn’t care if it’s landscape or just mesh - it can place grass anywhere and treat it as a native system with grass being separate instanced object with the ease of area brush painting.
Unity also have this, but ONLY for landscape tool.
The closest alternative - Polybrush.
BUT - polyrush only “places” prefabs onto mesh surface, not accounting any sorting (like treating it as a separate easily editable thing rather than just being “prefab”) or allowing for a quick changing.
For example – if I reimport .blend or .fbx mesh – the placed prefabs won’t adapt to a new geometry.
Also - polybrush creates a HUUUUGE mess in Hierarchy menu – it’s not really usable for large open-world grass, only usable for small details…