Cull distance volume overrides foliage culling?

Hi. I’ve been working on a big map which has a lot of foliage. I have setup culling for each individual foliage mesh so that works perfectly. However I have lots of meshes in the map except the foliage as well. If I were to setup a cull distance volume for the meshes, the InstanceFoliageActor also is getting affected by this and looks super weird. All of my foliage disappears at certain range while the meshes are getting culled properly. I believe the cull distance volume is overriding the foliage culling. How can I go around this? To add, for some reason my InstancedFoliageActor does not show up in the world outliner. I believe it is bugged out. I can select it but it won’t show up in the world outliner.

I’m really not sure how to approach this issue. Thanks for any tips/help.

Video example of what’s happening:

Im pretty sure that if you have painted instanced foliage meshes it batches them together so that regardless of the culling distance it calls that batch of foliage and they render across the map.

For example if you have bushes of the same mesh painted all over the map when any one of them is within the culling distance you set up they all pop up even if they’re outside of the range.

You might could try duplicating the mesh in question and only use that particular mesh to paint your foliage in and use the original to place where you need them specifically even though the are exactly the same just named differently… You’d want to keep those assets tidied up in the outliner so it doesn’t get messy trying to keep the different assets organized.

Thanks for the tip. That makes sense. However I figured it was a mistake/misunderstanding on my side. I was covering the whole map with the cull volume so that’s why it was overriding the single foliage culling distances. Wrapping the volume around only the meshes I wanted to cull seemed to work and now I have separate cullings for the foliage and my meshes. Yikes, I spent way too much time on a simple mistake like this! :sweat_smile:

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