Foliage not rendering correctly in split screen?

Hello folks I am experiencing a strange bug at the moment: Foliage is disappearing randomly on some of the splitscreens in my game. When I change the size of the game window some of them appear in chunks (I assume these are the chunks the foliage is rendered in?). I think this is because some of the players see the gras instances that should be seen on the other timed windows (screens attached)

-When I render in wireframe mode it shows me the meshes of the gras

-Changing the mesh

-Copying everything out of the map and paste it in a new one

-Repainting the foliage

-Migrate the map to another project

-Happens in 4.13.0 and 4.15

-It doesn’t seem to be related to the player slots, when I switch the characters around the same result happens on other 1/4 screens

-It does happen when I use the standard floating pawns instead of the ones I made for my game![alt text][1]

It somehow kept an old version of the text so here is a fixed one:

-When I render in wireframe mode it shows me the meshes of the gras

-Changing the mesh does not solve the problem

-Copying everything out of the map and paste it in a new one does that neither

-Neither Repainting the foliage

-Neither Migrating the map to another project

-Happens in 4.13.0 and 4.15

-It doesn’t seem to be related to the player slots, when I switch the characters around the same result happens on other 1/4 screens

Ok, so I narrowed the bug down and got the steps to reproduce:

  1. Start a new UE 15.0 Project with the Top Down Example Map
  2. Resize the floor to 10x10x1 and take some of the to make a floor grid (mine is 12x15 floor tiles; this seems to be crucial)
  3. Paint foliage on the ground (I have 12k instances of the Starter Contents SM_Bush)
  4. Place 4 Player Spawns equally spread across the floor
  5. Start the game in PIE, on some splitscreens the foliage will not render or not render correctly

I think the bug is somehow related to how many players see a specific foliage instance. Sometimes resizing the window changes how many and which plants are shown, I think that is due to that.

Is there any chance this gets fixed soon, or is there a workaround? This is totally game breaking, as this happens in packaged games, too, and would keep me from releasing.

Regards

So I attempted to reproduce the issue on my end following the steps you provided and I am still not getting your issue to occur. Perhaps my multiplayer settings are different than yours?

If you are able to reproduce the issue in a project as you mentioned, using the SM_bush asset, you can zip it up and share that project with me so I can investigate it on my end.

Thank you,

Yeah, sure. Yet the reproducing project is 700 mb. Whats the best way to share it?

I attached some images, too. It depends on the distribution of the players onto the subwindows, so I’ll get it only 2/3 times I PIE or something. First picture is PIE, second picture is how the top left window place looks when editing.

What you can do is zip up the project, upload it to a shareable google drive link, and then share that link with me either in your response to this comment.

Thanks,

I thought there might be a way how I get around uploding this thing for more than an hour. :smiley: Anyway, here it is:

If you don’t get it instantly try ending PIE and starting it again a couple of times.

Thanks for providing the test project as requested. 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.

UE-42952

I attempted to find a workaround to the issue, and was not able to find a good solution. I messed with some of the cvars and console commands to see if any of those would have an affect, but the combination of ones I tried had no real affect.

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.

Cheers,

Ok, thank you very much! Is there any time frame when this will be fixed? This is game breaking for me, as it happens in finished game builds, too, and I planned to release in Early Access in the next weeks…

If I disable occlusion culling completely I can get the Foliage to render, so it seems it has something to do with that. Yet this means I lose 25% FPS in splitscreen, making the feature barely shipable…

Cheers

So there is no time frame at this point, but I definitely would look at other options. I would try the landscape grass tool to see if that works around the issue. If your game is being blocked by this, unfortunately even if we were to get it fixed now. It would not get pushed until the next full engine release which would be after your deadline.

I always suggest avoiding being dependent on certain features to work for your game to release on time. You cannot always anticipate things to go smoothly, which is why game designers are such great critical thinkers. We quite often have to workaround issues to make sure we meet deadlines and deliver the product. Even if that means taking a route less desirable to get the same end result.

Cheers,