# DFGI disabled/broken on meshes painted by foliage tool?

**URL:** <https://forums.unrealengine.com/t/dfgi-disabled-broken-on-meshes-painted-by-foliage-tool/315611>\
**Category:** World Creation\
**Tags:** shadow-problem, unreal-engine, Foliage, Lighting, issue, question\
**Created:** [April 19, 2015, 4:30pm UTC](https://forums.unrealengine.com/t/dfgi-disabled-broken-on-meshes-painted-by-foliage-tool/315611 "2015-04-19T16:30:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Ravneson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ravneson](https://forums.unrealengine.com/u/Ravneson)\
**Post date:** [April 19, 2015, 4:30pm UTC](https://forums.unrealengine.com/t/dfgi-disabled-broken-on-meshes-painted-by-foliage-tool/315611/1 "2015-04-19T16:30:35Z")

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Hey all,  
been scratching my head about this for a few weeks now. I have a landscape that’s been populated with trees & grass by the foliage tool. I’m also running a master build with DFGI but have been running into the following problem:

_meshes placed using the foliage tool don’t seem to receive DFGI/shadowing (not sure quite what’s disappearing) when in play mode. The same meshes when placed manually work just fine in regards to lighting._

The following picture shows the problem: the tree on the left has been placed by the foliage tool & lacks proper shadowing/lighting, meanwhile the tree on the right looks just fine due to it having been placed manually.

 ![Skjermbilde-2015-04-19-12.35.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/1/51655fa942af9c12b3783b148539a27dffd2d528.jpeg)

I’ve checked the option inside the foliage tool so that the meshes in question are to be effected by DF. Both trees look correct in-editor, so I’m pretty sure there is nothing wrong with the meshes & their setup.

Anyone have an idea how to fix this? Is this a bug? (and if so is there any way around it?) Starting to get a little desperate as this is my thesis project & I really don’t want to have to manually place 10.000+ meshes manually with corresponding variations…

In advance thanks!

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [April 20, 2015, 9:28pm UTC](https://forums.unrealengine.com/t/dfgi-disabled-broken-on-meshes-painted-by-foliage-tool/315611/2 "2015-04-20T21:28:22Z")

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Hi Ravneson,

Thank you for the report. I was able to reproduce this in our latest internal build of 4.8 with foliage instances. It has been reported with UE-14115.

As an aside, this is directly affecting any Distance Fields (DFSS, DFAO, DFGI) working with the foliage tool.

Once there is an update I will be sure to post back here. I do not have a time frame for when this will be though.

Thank you!

Tim
