This is a procedural workflow for scattering trees, foliage, and rocks based on a mask of your terrain using Houdini. Start by creating terrain using Houdini's nodes like Height Feild, Erode, Slump, Flowfield, and Noise node. After this stage, you can create a mask based on the terrain that you made. You can have a mask for rock, soil, grass, trees, and just anything that is needed for the scene. Meaning this workflow is not just for scattering foliage and trees but also for props and other stuff. The mask created will then be then imported to Unreal Engine as an HDA file. The HDA(Houdini Digital Asset) is technically the nodes that you used in creating your terrain at Houdini packed so that you can import it to Unreal Engine. The proxy objects created in Houdini will be replaced in UE4 with your 3d models. Exposing attributes for UE4 use also useful especially if you need to iterate the formation of your terrain and scattering faster instead of opening Houdini and modifying. As an example, I exposed the landscape mesh size and subdivision. This is just a basic scene to test the workflow.
(Sound-On)