Different Runtime World Partition grid for different foliage made by procedural foliage tool?

I am using a custom child of the “foliageinstancestaticmeshcomponent” but it is only used to set a custom data INT that is used to set the opacity of the instances material when I want it to be visible or invisible.

Nothing different happening though as far as initialization or any extra functions etc. Just receives a custom data INT when I tell it to.

When I say disabling collision I mean the collision setting in the “StaticMeshFoliage”, which is a FoliageTypeInstantStaticMeshComponent