Foliage culling seem broken

I have strange issue with foliage - there is some range from map center that cuts all foliage away when passed with camera (or player). Some trees dont appear at all, can only see shadow. Have tried with culling setting min 0 max 10000, also min ~5000 max 10000. All foliage are static. Have tried to use “build”.

All good…

Until few meters closer

All good…

Until few meters more far

Hi, I believe this is the same issue as one fixed for 4.9.1.

The workaround in 4.9.0 is to turn on Dithered LOD Transitions in your foliage mesh’s material. Could you tell me if this solves the problem for you?

Thanks

Thanks for reply. :slight_smile: Just found out the cullingdistancevolume is culling the foliage actors (InstancedFoliageActor). Didnt realize it also affect those. Need tweak the values or some how blacklist those InstancedFoliageActors.

That Dithered LOD Transitions dont seem to have effect. Also even very small sizes in cull distance volume remove the foliage actors. Running out to ideas how to prevent that.

The issue got solved after adding size 10000 cull distance 0 setting in culldistancevolume.