Foliage instance scale bug

I am having a very weird and surprisingly specific bug with the foliage system.
I am painting on my terrain (which is a static mesh, not a landscape, not sure if that is important) and there are certain “spots” where painting foliage will result in errors regarding the scale such as stretching or rotating in wrong angles.

Here is an example

There are many other spots like that and they are very localized. Deleting foliage in them, putting a mesh above them and paint on that (So it doesn’t seem to be related to the static mesh but with the coordinates).

I tested with other settings such as activating and deactivating normal alignment, uniform scale, random yaw, etc and it does exactly the same.

Also, fixing the rogue grass (lawls) manually works as long as I don’t mess with the foliage instance settings but since I have to modify that constantly for optimization, it isn’t really an option.

I’ve also non uniformly scaled other instances of my foliage and maybe that’s related somehow.

The only workaround I’ve found for now is just placing a decorative rock mesh in every spot where this happens (but there are many spots and well, it is not the best workaround around here :D)

Thanks for your help, random stranger who might help me!

Hi ,

What version of the editor are you running? Additionally, how much foliage do you have on your map currently? Are you able to reproduce this in a clean project with no additional content?

Thanks for the answer!

  1. I am using the official 4.4.3 release.

  2. I have tons of foliage in my map

  1. I was able to reproduce the issue in the default starter map doing the following:
  1. Add a template cube to foliage.
  2. Deactivate uniform scale. Change to something like 0.5 to 1.5 to each axis. Paint around
  3. Change the instances per cluster from 100 to 50 and back to 100. All the instances should bug their scales right now.
  4. Delete a couple instances, activate uniform scale again. That should result in stretched error meshes.

This happened in 4.3 as well and I was able to reproduce this in another licensee’s editor as well.

Unfortunately I haven’t been able to reproduce this on my end. Are there any other changes you made to the foliage? Any z offset, rotation, etc?

How about I make a video and show exactly what I’m doing from an empty project? I’ll post it in some minutes

Here it is

VIDEO

You can see that first, modifying the cluster settings messes with the scale of certain instances. Then, after enabling uniform scale, it isn’t actually uniform

Hi ,

These are expected behaviors. When you modify the cluster settings it removes or adds spheres, which forces the already placed spheres to compensate for the loss or gain of new information within their radius. Additionally, the uniform scale feature does not automatically get set. It will, however, affect any new foliage placed.

Hey . I understand the cluster side of the problem. The issue is that AFTER activating the uniform scale feature, new foliage placed ISN’T uniform. That is the main problem I’m having with it. It is shown at the end of the video.

P.S. You guys rock

Unfortunately I’m seeing the exact opposite on my end. When I use the uniform scale they all appear to scale as intended. Is there any other information that you can think of that might be helpful in reproducing this on my end?

Apparently the error occurs in patches the approximate size of a cluster. Try following the steps of the video

  1. Paint in a large enough area with non uniform settings
  2. Change the instances per cluster settings
  3. Delete a couple instances inside the approximate area of the cluster
  4. Activate uniform scale setting
  5. Paint in the zone you deleted some instances and it should happen.

With the spheres it may be hard/impossible to see (bad choice) but the rotation is also messed up like with the first images.

For now, I’ll just manually fill the areas with my issue.

Hi ,

I was finally able to reproduce this and can confirm it is a bug, though it is limited to large masses of foliage on my end. I have entered in a bug report,