Hierarchical Instanced Static Mesh - no longer fades out with Cull Distance : UE_4.15 (2/15/2017)

As I get away from a “HierarchicalInstancedStaticMesh”, parts of it POP out of view. They disappear until I go back toward them, which then, they reappear, but again, with no transition.

The problem is, in version 4.14.3 (which I was using before), the instances would fizzle in and out of view based on how far away I was from them, while now, in version 4.15, there is no transition. I tried different ways of attempting to fix this, but it seems to be a problem with the updated engine.

  • Does anybody know how to fix this?
    Or

  • Is this a bug that will be squashed in the near future?

    Austin Thanks You :slight_smile:

Hey MrFondue,

I had the same problem, but it was fixed by going into the materials of the meshes and setting the Dithered LOD Transition option to true.

Hope this helps.

https://answers.unrealengine.com/questions/566089/hierarchical-instanced-static-meshes-no-longer-dis.html
https://answers.unrealengine.com/questions/564333/my-foliage-will-not-cull-since-4150.html