As an alternate work-around I was able to circumvent this problem by creating a blueprint with a static mesh component with IDFS enabled, then using that as the actor class for an actor foliage asset. I assume this is less efficient to render though, so I’m glad to have a different option.
Ah, very creative. Yes, having an actor-based foliage will be more overhead. It may be completely tolerable though, depending on your specific needs. Enjoy!
I used your idea and it really does work, both for Distance field shadows and ray tracing, the scene looked broken before.
It does have a cost though, Im only using for trees, for lower plants Im using a shader that uses the distance field geometry to inject AO in the object, kind of obscure technique that was mentioned in a video, but it works.
Hello, I am noob in UE especially talking about C++ and BP’s. Can you please help me with this? I mean what should I do step by step? How to invoke it?