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[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.

alt text

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Here are the modified properties of my FoliageType:

alt text

Regards, David

Product Version: UE 4.18
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asked Nov 30 '17 at 07:31 AM in Bug Reports

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avatar image GlassBeaver Dec 02 '17 at 03:13 AM

This happens in the cooked / packaged version as well.

avatar image Lily K ♦♦ STAFF Dec 18 '17 at 01:09 PM

Hello carpatican,

Can you provide a sample project that you can reproduce this in?



avatar image GlassBeaver Jan 11 '18 at 04:09 PM

Were you able to verify the problem in the sample project I've provided? Let me know if you need anything from my end. We're getting close to finishing the proof of concept of our game, and having foliage work properly would be fantastic.

Cheers, David

avatar image GlassBeaver Jan 31 '18 at 04:59 PM

ping? the repro project is till available here: https://1drv.ms/u/s!Avvuj_oU4avll9cFJZhFM0NNxON_XA

avatar image GlassBeaver Dec 19 '17 at 12:14 PM

Hi Lily,

Please find it here: https://1drv.ms/u/s!Avvuj_oU4avll9cFJZhFM0NNxON_XA



avatar image Lily K ♦♦ STAFF Feb 01 '18 at 12:48 PM

Hi David,

Apologies for the late response. I did some research on this and found something that may help. Could you try using a material containing the PerInstanceFadeAmount node? This might help with the Cull Distance in the Instance Settings once applied to the FoliageInstanceStaticMesh. Let me know if this helps at all.

Thanks, Lily

avatar image GlassBeaver Feb 01 '18 at 04:48 PM

Hi Lily, really appreciate your follow-up, thank you. I've tried using PerInstanceFadeAmount, not sure if I did it right but I got the same results. I've basically hooked the alpha of the base color up to the PerInstanceFadeAmount with a multiply, and connected the output to the opacity mask. Here's a screen of how my material is looking like. Is this what you were suggesting I do? Thanks, David

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avatar image Lily K ♦♦ STAFF Feb 16 '18 at 02:05 PM

Hello David,

I'm trying to find the best way to go about this. I'm not sure if this thread would be of any help to you. https://answers.unrealengine.com/questions/16070/foliage-culling.html

Let me know if you need anything else.

Thanks, Lily

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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

1 answer: sort voted first

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!

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answered Feb 17 '18 at 12:32 PM

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