Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primarily in UHierarchicalInstancedStaticMeshComponent::BuildTreeAsync.
In CL#29842740 BuildTreeIfOutdated is updated to run when PrimitiveInstanceDataManager.HasAnyChanges(), which is always the case at runtime when loading a world partition cell, but wasn't the case before this change. If you revert this change the foliage HISM will still render as expected at runtime without the spike caused by rebuilding the cluster tree.
Steps to Reproduce
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-365349 in the post.
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| Component | UE - Rendering Architecture |
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| Affects Versions | 5.6 |
| Created | Feb 12, 2026 |
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| Updated | Feb 12, 2026 |