[Closed] [BUG] Foliage distance culling incorrect in standalone game
No matter what values I set for foliage cull distance, the engine seems to cull nearly all the grass, with just a small circle of it left intact around the player. It works absolutely fine in the editor, in PIE or while simulating.
I'm using a FoliageType for a static mesh which I then drag onto the Foliage Paint tool. My quality settings are on Cinematic.
Here are the modified properties of my FoliageType:
The question has been closed Nov 02 '18 at 11:22 PM by GlassBeaver for the following reason:
The question is answered, right answer was accepted
Thanks to Lily K's help I was finally able to get rid of the "bug" by first deleting my foliage mesh, foliage type and material, then recreating the above mentioned material graph from scratch.
I've also made sure to set sg.ViewDistanceQuality 4 via the console. sg.ViewDistanceQuality 3 was giving sub-par results. In the end, it might have just been a problem with my scalability settings, which as I've learned are different for standalone and packaged builds than they are for PIE and in-editor.
Therefore, this is not a bug, just my technical shortcomings when it comes to the packaging process.
Lily thanks again for your time, it was much appreciated!
answered Feb 17 '18 at 12:32 PM
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