When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size within the Static Mesh Editor for it to function somewhat correctly.
I can confirm this behavior with any instanced foliage actor. This includes the Procedural Foliage, Painted Foliage, and the Landscape Grass Type Foliage.
I tested this with regular instanced static meshes and did not see the issue there. This seems to only occur when LOD 0 is rendered which is usually set at 1.0 of screen space.
I also tested this in the binary release of 4.8.3 - 2634408 and the issue does not occur within that engine version.
1. Open the attached project.
2. Move the camera in and out away from the mesh to observe the LOD's switching.
3. The flowers under the green light are just the static mesh and render correctly.
4. The flowers under the red light display the reported issue when LOD 0 renders.
Head over to the existing Questions & Answers thread and let us know what's up.
|Component||UE - World Creation - Worldbuilding Tools - Foliage|
|Created||Sep 1, 2015|
|Resolved||Sep 2, 2015|
|Updated||Jul 14, 2021|