Foliage becomes invalid when moving an entire level

Hey everyone.

Does anyone know how to fix invalid foliage after moving a level?

What’s the correct way to move a level/instanced foliage actor?

Scenario: When you make levels, they usually share the same starting location.
If you add different levels into a level, you would have to move them to build the world you have in mind. But I noticed that after you move a completed level to another location, the foliage becomes invalid and you can no longer edit it.

I made a video to explain this problem using a new project.

I find no logic in this behavior. It makes sense to me that foliage actors take landscape/meshes as parents and attach to them even if you move the landscape/mesh.

Hi, i m having the same issue. Did you ever manage to fix this?

Select it all by clicking the invalid button, drag it up in the air a bit, and then press the home key for it to fall back down to where it’s valid.

Note that landscapes should not be moved unless you know what you are doing. And that after moving them you need to clear the grass node and set them up via console for some things to take effect.

What you should do is move levels around within a persistent via world composition.

2 Likes

I have the same problem, and you will find that the invalid instances overlap

If it’s not working with “home” button, like in my case in UE5.4 I used “end” button after drag it in the air and worked the same way. I don’t know if the button was change over UE versions or is something else.