Hey, did you ever figure this out? I’m running into this issue now and can’t find much anywhere on the web. I’m trying to spawn a moderate amount of trees on a 3km x 3km map, but certainly not 16 million, so I’m not sure why this is triggering.
Procedural Content Generation, I had a forest that I made using pcg and that was exactly it. It was way too dense. Once I deleted that section of forest my error went away.
It’s not so much a problem but a hitting an internal limit, so the app is doing what it needs to do. That aside, no, I’ve not been able to locate where/how/if that kind of buffer can be adjusted.
The solution is to better-manage placing instances so we end up with less-overall, to stay within the buffer.
I checked the engine source code, and it’s a hard limit, and changing the engine source code is the only way to change it. This warning was generated when I was spawning vegetation through procedural foliage spawner on an 8K landscape. I have now migrated some dense grass to Landscape Grass and reduced the density of grass. I’m not sure if this warning will appear again when the grass fills the landscape.
Landscape Grass can’t generate beautiful settlements like procedural foliage spawner, so this sacrifices some artistic feeling. I don’t know how those game developers who use Unreal solve this problem.
i would create larger chunks of grass so you lower the amount of instances for a bigger spread in one instance. you gotta generate some permutations you can recycle in a level. it’s less procedural and more authored. that simple.