Description

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshes no longer render.

The collision volumes are still active when the static mesh is incorrectly no longer rendered when inside a Procedurally Generated Content Volume.

Steps to Reproduce

1. Create a new “Open World” level
2. Create a new Material
3. Open the new Material
4. Select the “Result Node” and set the “Material Domain” to “Surface” and the “Blend Mode” to “Masked”
5. Add a “PerInstanceFadeAmount” node to the material graph
6. Connect the output of the “PerInstanceFadeAmount” node to the “Opacity Mask” input of the “Result Node”
7. Apply the Material to a Static Mesh to be used for foliage generation
8. Add a PCG_Volume to the level
9. Create a PCG_Graph in the content browser
10. Open the PCG_Graph and add a “SurfaceSampler”
11. Drag off from the “Surface Sampler” Out pin and type “Static Mesh Spawner”; press enter to add it to the graph.
12. Select the “Static Mesh Spawner” Node
13. Add a new “Mesh Entry” to the “Mesh Entries” array in the “Mesh Selector” section.
14. Set the “Static Mesh” field of the entry to the previously created static mesh
15. Select the PCG_Volume in the World Outliner
16. Press the “Generate” button in the details panel of the PCG_Volume
17. Observe the PCG_Volume populate with the static mesh
18. Open the PCG_Graph
19. Select the “Static Mesh Spawner” Node
20. Navigate to the previously added “Mesh Entry”
21. Set the the “Instance End Cull Distance” of the “Mesh Entry” to 4
22. Observe the static meshes disappearing
23. Observe cull behavior inactive by navigating around the map

Expected : The static meshes would only render when within 4 units of the camera

NOTE: the same behavior is present when using the Foliage painting mode and setting the cull distance of the static mesh in the paint tool

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Unresolved
CreatedMar 28, 2025
UpdatedMar 28, 2025
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