From licensee:
Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode.
This is more apparent when setting InstanceSettings>CullDistance>Max to a value != 0, which makes instances invisible while painting in the editor (under specific circumstances, see the attached project for repro).
Once a brush stroke is complete (left mouse button is released) everything renders just fine.
The problem could be caused by the calls to CalcLOD in HierarchicalInstancedStaticMesh::GetDynamicMeshElements
It looks like UnbuiltBounds are world space positions while ViewOriginInLocalZero/One are in local space so the LOD computation makes no sense.
When a foliage type has CullDistance-Max !=0 a LOD>=LodCount is selected by CalcLOD in the repro scene provided (following the repro steps), resulting in no instance being drawn, unless instance count > 1000, in that case the highest LOD is selected for all the unbuilt instances.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-234131 in the post.
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Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Target Fix | 5.6 |
Created | Dec 13, 2024 |
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Updated | Jan 7, 2025 |