Foliage Type assets missing Procedural settings

So I opened up a map that was built in 4.8 inside my 4.9.2 editor, resimulated the procedural foliage spawner, and was surprised to find one foliage type completely dominating all the others. In checking out the foliage type settings I quickly realized something was awry: there was no longer a “Procedural” heading containing the necessary parameters to drive the spawner simulation!

The attached image demonstrates pretty clearly what’s missing - I’m wondering if this is a bug effecting myself and my teamates or has there been a move to discontinue procedural foliage in 4.9? The procedural settings are still visible in the C++ source.

Hello BobJoel,

Following your steps I created a foliage type and spawner. I then associated the type with the bush from the starter content. I then plugged the type into the spawner and brought that into a blank level. Then I simulated the spawner and got the bush to be drawn on the default floor.

I saved this all out and opened a copy in 4.9.2.

This is the result:

I’m not quite sure what is causing this. Did you try deleting the spawner from the viewport and then bringing the same one back in? Have you tried recreating the Type and Spawner workflow? Does this still happen?

Thanks , turns out it was something simple and definitely not a bug! My project’s editor settings were unexpectedly wiped / out of whack and "procedural foliage’ became unchecked in the editor preferences. :confused:

Maybe this thread will help others not expecting such behavior - apparently you can still run the simulation on the spawner despite the feature being turned off. You just don’t have any control over it! :smiley: