Nanite enabled Foliage stays visible when Foliage is set to Hide All

UE - LD & Art - World Building - Foliage - May 6, 2022

Nanite enabled Foliage stays visible when Foliage is set to Hide All. ...

Editor crashes when edit foliage assigned to data layer in foliage mode

UE - LD & Art - World Building - Foliage - Apr 29, 2022

Actor Foliage can't be added to Foliage Paint or Single with World Partition maps

UE - LD & Art - World Building - Foliage - Apr 18, 2022

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 inconsistently

UE - LD & Art - World Building - Foliage - Apr 14, 2022

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 ...

Applying Transforms to Foliage causes the Foliage to flicker and become invisible when placed

UE - LD & Art - World Building - Foliage - Feb 23, 2022

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 ...

Editor crashing with density scaling is enabled on foliage being placed on a terrain.

UE - LD & Art - World Building - Foliage - Jan 3, 2022

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 ...

[Feature Request] CVars for HISMC

UE - LD & Art - World Building - Foliage - Jun 18, 2021

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. ...

Loading instanced static mesh causes memory leak in packaged game

UE - LD & Art - World Building - Foliage - Mar 3, 2021

The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...

The HISM will have double drawcalls when player opens r.Mobile.AllowDitheredLODTransition

UE - LD & Art - World Building - Foliage - Nov 2, 2020

Please check the Function GetDynamicMeshElements in HierarchicalInstancedStaticMesh.cpp. The  Function Traverse in GetDynamicMeshElements will always return two Lod levels, even the transition is f ...

"ShowFlag.InstancedFoliage 0" hides HISMC

UE - LD & Art - World Building - Foliage - Jul 29, 2020

Hierarchical Instanced Static Mesh components that contain no foliage are disappearing when ShowFlag.InstancedFoliage 0 is used. This was reported and tested in 4.24.3 (CL-11590370) and reproduced ...