Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...
Nanite enabled Foliage stays visible when Foliage is set to Hide All. ...
Actor Foliage can't be added to Foliage Paint or Single with World Partition maps. ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
Scale, rotating, or translating Foliage causes the Foliage to flicker and become invisible when placed. Making several adjustments then undoing the last change causes the foliage to reappear with th ...
Created a new level and added a terrain. Added grass foliage and enabled density scaling located in the grass foliage settings mode. After placing foliage on terrain, the editor crashes. This is ...
Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
Please check the Function GetDynamicMeshElements in HierarchicalInstancedStaticMesh.cpp. The Function Traverse in GetDynamicMeshElements will always return two Lod levels, even the transition is f ...