Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0.
1. Create a new material, set its world position offset input to any non-zero value.
2. Duplicate the default sphere static mesh and set its material as the new material. Set its "Number of LODs" to 4 and apply changes, then save.
3. Add the mesh to the foliage mode editor and use it to spawn many of them across a blank level landscape/floor. It should look as expected currently.
4. Go back to the material, and now set the "Max World Position Offset Displacement" value to "100.0f", compile and save.
5. The mesh instances will now appear to cull one of its LODs in an unexpected way.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219233 in the post.
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Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.4.2 |
Target Fix | 5.6 |
Created | Jul 9, 2024 |
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Updated | Sep 5, 2024 |