Please check the Function GetDynamicMeshElements in HierarchicalInstancedStaticMesh.cpp.
The Function Traverse in GetDynamicMeshElements will always return two Lod levels, even the transition is finished.
2. Set foliage.DitheredLOD=True
3. Create a HISM actor in level
4. Move camera and makes HISM actor stride two Lod's level.
5. After the dithered LOD transition finished, the drawcalls for HISM is still double. ( two LODs make two drawcalls)
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How to implement springarm components to scale according to mouse position in spawn?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-102317 in the post.
1 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
---|---|
Affects Versions | 4.25.3 |
Created | Nov 2, 2020 |
---|---|
Resolved | Jul 19, 2022 |
Updated | Jul 19, 2022 |