World Composition Foliage LOD
I'm creating a large map using world composition. I have the LODs set up for the landscapes and that is working fine. I am using the Procedural Foliage Tool for trees, rocks, random flora, and the foliage painter for grass. My individual landscapes are using heightmaps which are 505px (so roughly 500m wide). My problem is as follows:
All types of foliage load and render fine with LODs on landscape tiles which are loaded as landscapes, not static mesh LODs. Since I am using the default Streaming Distance of 50,000 (which I want for performance reasons), foliage pops into existance when a tile changes from a static mesh LOD to a landscape. I have tried using the Bake Foliage to Landscape and Bake Grass to Landscape under the LOD settings in the level details for world comp, but all that does for me is change the texture, which looks odd.
I would like to know if there is a way to set up foliage LODs on the landscape static mesh LODs so they don't pop into existance, but rather stream from a low poly model to a higher poly model as you get closer without increasing the streaming distance or creating custom static meshes based on the generated static mesh.
Below is an image showing the problem.
asked Nov 13 '17 at 07:54 PM in Using UE4
If you are not using Simplygon, the not-yet-loaded landscape will have LODs encompassing the landscape itself but not the foliage or static meshes inside it. This is why foliage doesn't appear on the distant landscape and suddenly pops when the distant landscape is being loaded and populated with actual geometry. So you have two options to work around this:
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