Auto material grass masive pop up fix

Hi

Engine 4.27.2

Im using auto grass in my landscape material and everything works, BUT the grass appears in the entire title in one secound when i get close not individually in cull distance as they should.

To make it funnier and harder when i paint grass on landscape or use procedural foliage then cull distance works correctly :slight_smile:

To make it even funnier, I tested this on 4.6 and 5.0 engines with the same settings
and cull distance works correctly there and they show smoothly in three cases. I watched a lot of guides and in all cases the grass appeared one at a time not on whole title. My question is how to fix this ??

Same models, settings, cull distance, duplicate landscape etc.

Here’s what it looks like V

You don’t
Its an engine bug.

Use something that doesn’t involve landscape grass. Like procedural placement.

You could try to increase the landscape tile X/Y bounds to trigger the loading well before the player gets to it - if you are only using the one tile.

If you are using world composition this is an adverse effect of loading distances & epic releasing trash on a consistent basis :grinning:

Build from source, use two or 3 versions before the current release of .27
Or look up if maybe the nightlies patch the issue.

If you arent building from source downgrade a version or 2.

.25 still renders 20% faster than .27

Also, lets not entierly rule out LODs malfunctioning or bad material parameters.
You could have accidentally forced an LOd gropup thats mipping down your transparency into non-existence.
You could have accidentally set the meshes to a group with empty LODs…

Foliage uses its own foliage defined settings, so its not the same as using the grass node.
The grass node definitions would be a good place to look at for similar settings.

I can’t set engine version because the project is now too big and everything will explode. Already tested :smiley:

Each loading causes a short pause when the title is loaded on older computers, so scaling will not help here.

I’ve already tested everything, added LODs, removed them and the same thing happened.

Uncle Google has never heard of such a problem and there are no patches or documentation, so I’m left with a painful fight with procedural foliage or brush.

Procedural foliage is better anyway.

Assuming your project gets off the ground you will eventually have to remove landscapes entierly for performance.
You would have to swap to procedural generation at that point anyway. You just jumped the gun on it by a year or so :stuck_out_tongue:

I’ve not seen this exact problem before, but I do know that landscape grass doesn’t support raytracing out of the box.

Have you tried “r.Raytracing.Geometry.landscapegrass 1”?