Floating Foliage

i have been investigating this UE5 issue for a few days

  • full rebuild scene, doesnt help
  • legacy scenes (ie without world partition) seem to not have mid air foliage/rocks from what i have seen
  • disable of UE5 new features turning it into UE4 with world partition doesnt help, aka

Under Project Settings → Rendering change the following:

Dynamic Global Illumination Method: None (instead of Lumen)
Reflection Method: Screen Space (instead of Lumen)
Shadow Map Method: Shadow Maps (instead of Virtual Shadow Maps (Beta))
Temporal Upsampling: Off
Temporal Super Resolution: Off
Generate Mesh Distance Fields:  Off

Under [/Script/Engine.RendererSettings] in DefaultEngine.ini add the following:

r.Nanite=False
  • single click sculpt does oddly ground the grass but only temporarily and only for a single component
  • i am seeing alot of people reporting mapcheck errors relating to various actors having empty bounds, for me i get
    • Actor Landscape has empty bounds
    • Actor InstancedFoliageActor has empty bounds
      as the entire error list, i suspect this is a related issue
  • a minor gripe is that world partition doesnt show a map overhead image in its window like world composition does, otherwise big improvement
  • RemoveLandscapeXYOffsets, hmm this doesnt show in console auto complete, suspect this command is depricated
  • interestingly my c drive ran out of space, found UE4/5 cache folder in app data contained 130Gb, seems safe to delete

only working fix so far

  • build scene
  • grass.FlushCache
  • grass.FlushCachePIE seems to sometimes be needed aswell

investigation continues…

@AE_3DFX can you expand on “This tends to happen when activating landscape layers.”?

am wondering if this issue is encountered only on machines with an older GPU (like mine R9 390 8Gb OC) aka barely lumin/nanite capable
anyone with a 1080ti or better getting this mid air foliage?