Splitting up FoliageActors - Performance Warning InstancedFoliageActor_0 Large actor receives a pre-shadow and will cause an extreme performance hit

Hi there, another questionn it is.

First of all - I am aware, that there is a similar question present, but it targets large actors in general. This time, my question is more about the foliage actor itself.

This instanced foliage actor is a tricky one, because it seems like the editor is trying to hide it from the user. It only shows up, when you try to select it via the map check error.

Problem right now is the following. I got a “small” outdoor-scene, where i use the foliage tool to scatter some grass. Works like a charm…mostly…(when will foliage instances get the ability to receive baked, static shadows?)

Problem now is, the whole scene has a radius of about 4000 unreal units. So far no problem. Problem is, that the whole grass foliage in the scene gets created from this one single instancedFoliageActor. It is clear to me, that the actor get’s too large when having to pose for the whole level. It needs dynamic shadows though, because otherwise the grass wouldn’t blend in with the shaded parts of the map.

An idea would be, to be able to break up the foliage in multiple, regional actors. That would be helpful in general, by the way. I’d like to be able to “sort” my foliage into categories (actors) according to what i scatter with them (one for trees, one for bushes, one for grass, etc.)
Is it possible to do that?

I made some tests with the grass and it seems, that the performance impact of it isn’t really huge…but i’d like to hear some details about splitting it up or anything about the warning (performance warning is always something to be considered imho) in conjunction with using the foliage tools. Am i missing something to make my foliage more efficient?

This question needs more coverage. It’s a pretty big problem at the moment. I find the foliage tool pretty frustrating.

Right now there’s no support for static lighting on instanced foliage and as a result the engine falls back to per-object shadowing with stationary lights. Each object / component is huge with instanced foliage so it triggers the performance warning. This is something we hope to improve in the near future.

The perf hit is specifically when large objects using per-object shadowing move, which causes a large chunk of the scene to be re-rendered to handle shadow receiving on that large object. Foliage probably doesn’t move in game so you won’t get this cost.