2023 Update: There’s a much easier way to resolve this now, simply run the following command: r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO 1
Original Reply
Use actor foliage instead of static mesh foliage:
- Make a new blueprint class that inherits from static mesh actor
- Turn evaluate world position offset on in the static mesh component, set the mesh to your desired mesh
- Create an Actor Foliage class that uses your new class as its base class
- Use the actor foliage with the foliage tool
I’ve used this trick before in order to use settings that are typically unavailable to foliage, such as indirect distance field shadows. I tested it just a second ago and it works. Can’t vouch for the performance in dense scenes though. I have no suggestions otherwise, the documentation makes it seem like this is a hard limitation.