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 ...
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 ...
Foliage spawned from Landscape Materials is not initially created. The user must enter Foliage Mode before the refresh is pushed and foliage is created. I can reproduce this issue with or without E ...
Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
Foliage is not an asset that you can select through the World Outliner and the "Select" button in Foliage Tool is not working for this case. If you create new foliage, it will be set to scale 0 and ...
If min and max scale are the same in a LandscapeGrassType asset, scale will not be applied. Confirmed in 4.25 MAIN @ CL 11318998 ...
Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note: The foliage will move if the base actor is moved directly, inde ...