Random Pitch Angle does not properly apply when called within a procedural foliage volume.
1. Open Editor (any project)
2. Open Edit>Editor Preferences>Experimental> Set Procedural Foliage to true
3. add a procedural foliage volume to level
4. Create new foliage spawner and new foliage type
5. Call foliage spawner in procedural foliage volume, call foliage type in spawner.
6. Set foliage type asset.
7. In foliage spawner, set random pitch angle to 180
8. Create a new landscape within
9. Press resimulate in details pane of foliage volume
Results:
Random Pitch Angle does not apply to the meshes
Expected:
Meshes receive random pitch angle, causing them to appear at various angles for a randomized appearance as opposed to uniformly applying to landscape.
Alternate repro steps:
1. Open QA-Foliage
2. Select one of the procedural foliage volumes
3. Open the foliage type used by the procedural foliage volume
4. In foliage type, set random pitch angle to 180, and/or disable random yaw
5. Press resimulate in details pane of foliage volume
Results:
Foliage instances stay exactly the same, ignoring the random pitch angle and random yaw settings
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-20476 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.8.3 |
Target Fix | 4.13 |
Created | Aug 27, 2015 |
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Resolved | Jul 28, 2016 |
Updated | Apr 27, 2018 |