User reports that some foliage/grass instances that are completely culled are actually still being rendered, costing rendering time.
Have a look using Intel GPA or RenderDoc and check pixel shader culling with PerInstanceFadeAmount, vertex shader culling with PerInstanceParams.z in LocalVertexFactory.usf and the instance run generation code is in sync.
Try debug rendering boxes for HISMC tree nodes, and the disable various culling mechanisms to check that culling is operating as it should.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45922 in the post.
6 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Target Fix | 5.6 |
Created | Jun 12, 2017 |
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Updated | Oct 11, 2024 |