Foliage completely warped after upgrade from 4.12.5 to 4.14

Hey guys and gals.

So before upgrading, the scene’s foliage instances were like this.

and after upgrading / converting up, it has gone to the twilight zone.

To be honest, I have no idea where to begin with troubleshooting this problem and my first thought was ANSWERHUB, as there is a wealth of amazing knowledge here and I get the feeling I’m not gonna be the first one with this bug / issue.

I really would love to know the solution as opposed to deleting all the foliage and starting over, (which will be doing in the future anyway as this is all proxy foliage / trees) but I’d much rather learn how to avoid the issue in the future.

Any help / ideas much appreciated :slight_smile:
Thank you

Hi PatsuKiki,

Would you be able to send me a copy of your 4.12 project so I can debug what’s going on? I haven’t seen anything like this and I’d definitely like to get it fixed! If you are able to send me a dropbox etc link, you can mail it to

jack.porter at epicgames dot com.


Hi Jack, unfortunately no longer have the file on Dropbox as we run out of space after converting to 4.14. I do still have a copy of the 4.12.5 project. Though right now, I don’t have the time to re upload but will do some time at the end of the week. Many .

I just found a backup of the project on my one drive from a few days ago, I’ve shared the folder with the email you gave me. Let me know if there’s any issues, cheers

, the working 4.12.5 project will be most helpful in tracking this down.


Hi ParsuKiki,

Please leave a comment here if Jack replies to you in regards to this issue. That way I will know when this post is resolved.



Will do. Will be sharing it this evening.


for the project file

The foliage problem seems to be caused by the fact that the static mesh LODs have become corrupted for your speedtree (Pine-5). This is visible if you open the static mesh editor and choose LOD 1 or 4 rather than AutoLOD. As well as showing corrupted geometry, the number of triangles is different, and the Screen Size value for each of the LODs is different to 4.12. I’ve filed ticket UE-39031 to fix this. For now you might want to reimport your speedtree mesh.

Secondly I noticed the terrain surface is black at times. This seems to be related to the LOD tessellation support we added in 4.13. I’m still looking at the exact cause but it looks like some corruption occurs in the derived data cache. I did see this in one of our test maps also. If you make any change to the landscape material, or clear out the Landscape Material property and then reassign it, it will fix this issue.


Brilliant, that’s good to know then and I hope it has helped ironed out any kinks for further releases. for letting me know.

Here is a link to the pubilc JIRA for convenience: Unreal Engine Issues and Bug Tracker (UE-39031)