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My foliage will not cull since 4.15.0

Foliage isnt culling anymore. My foliage tries to render for miles even though it is set to 10000 units max. This drives my editor to useless mode. 4-15 FPS.... All i did was update to the new engine... The bushes are set to cull at like 3000 units which worked fine in 4.14.3, now those bushes you can see a long ways off....

First Screen Shot shows low FPS alt text Second Screen shot Shows Shader Complexity showing Foliage not culling alt text Third Screenshot Shows Foliage Setup alt text

Video shows severe Stutter when and poor FPS when foliage is in the viewport This was not a problem in 4.14.3 i would get between 80-120 FPS at all times. https://www.youtube.com/watch?v=aEyKTACW_Ko

Product Version: UE 4.15
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asked Feb 17 '17 at 04:10 AM in Bug Reports

Vindomire gravatar image

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AndrewHurley gravatar image AndrewHurley ♦♦ STAFF Feb 17 '17 at 04:24 PM

Hey Vindomire,

I was not able to reproduce this on my end. Below are my test results when using the landscape grass system that you are using.

Landscape Grass Culling

alt text

Could you try reproducing this in a new blank project and providing me with the steps you took to get the issue to occur?


Andrew Hurley

Vindomire gravatar image Vindomire Feb 17 '17 at 08:07 PM

New project with a single mesh in the foliage from starter pack alt text

Complexity showing foliage way beyond the cull distance These screen shots were taken at foliage level medium, if i go high i cant even open a window in the editor it grinds my system down so much. If i turn the density to 8 the sparcely populates with grass but i can run it, it puts the grass to the edges of landscape tiles. Ive used both Source and Binary engine with same results. alt text

i7 6700k OC to 4.7ghz 64GB DDR4 Raid 0 SSD R9 290 GFX

AndrewHurley gravatar image AndrewHurley ♦♦ STAFF Feb 17 '17 at 09:38 PM

This test needs to be done in a completely new and blank project using simple/minimal content. The project you are displaying is actually content from the Kite Demo and not from the Starter Content pack.

I just tested it again using the starter content and a very simple landscape material with only a flat color with the layer. The culling is working as intended

Cull Distance

alt text


Andrew Hurley

Vindomire gravatar image Vindomire Feb 18 '17 at 01:49 AM

I did make a brand new fresh project. It isnt working right im sorry... Not only is my FPS being crazily dropped even with grass not kite demo (only reason it ended up there was trying all my different grasses to see if it was the models themselves) But the behavior is no where near the same.

In 4.13.4 the foliage was in a circle around the camera, here it seems to be popping in large sections. Also to get it to run decent i have to drop the values to 2000/3000 to even get any decent culling and frame rate. Something has changed. https://youtu.be/qFUmsMPhyvU

This video is from 4.14.3, the fps counter isnt showing but i was running between 80 and 120 fps the entire time with 7 different meshes as foliage. The foliage is transitioning nicely in a circle and at ranges set at 3000-8000 depending on type (grass was 10000 bushes 3000). https://www.youtube.com/watch?v=2cDh3LTmnSg

Vindomire gravatar image Vindomire Feb 19 '17 at 02:54 AM

This is the project i was testing with. It is not culling anywhere near the same as 4.14.3. Foliage Test Project

After testing in my normal project if i turn distances down to say 1000-1500 it still populates entire squares and pops in when you get close to edges, it is not the smooth transition it used to be.

AndrewHurley gravatar image AndrewHurley ♦♦ STAFF Feb 20 '17 at 03:49 PM

Thanks for the clear and precise repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the report following the link below on our public issues tracker.


Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.


Andrew Hurley

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1 answer: sort voted first


This happens because your foliage material(s) do not have the "Dithered LOD Transition" checkbox checked. Without it in 4.15 instances will not fade out. Previously if this checkbox wasn't checked, dithered LOD transitions would occur but would render an ugly black artifact as well.

The flag is under the "Material" category in the advanced properties rollout.

Note that this flag must be set on all materials used on all LODs of your foliage mesh for the dithering and fading to work correctly.

I opened the content you linked above and confirmed that fixes the issue.

Cheers Jack

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answered Feb 20 '17 at 04:27 PM

JackP gravatar image

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Vindomire gravatar image Vindomire Feb 20 '17 at 05:36 PM

This indeed the issue, thank you a ton!!!

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