If you create an Actor Foliage should you expect it to show up in the Outliner window? I’m going through the Designing Photoreal Environments for Cinematics tutorial and I’ve created buildings as an Actor Foliage and I do not see them showing up in the Outliner window like it does in the instructional video. I am using 5.0.3.
Does it show up when you’re not in foliage mode?
Try a right-click here
and ‘browse to asset’?
I’m not holding out much hope for that solution, but I think your foliage is in a level instance somehow…
How did you make the level before putting the buildings in?
In any case, the foliage actor will show up as one unit, you never get to see individuals in the outliner.
You can however, edit them specifically in the foliage tool.
Ok, I get a foliage actor
I’m not quite sure how you avoided that…
I’m getting that when I use 5.3.2
but not in 5.0.3.
I had to use an earlier version to get nanites to work on the assets that the tutorial wants you to use.
Ah…
This is what it is showing in the video I’m watching Building Placement - Designing Photoreal Environments for Cinematics (epicgames.com)
Not sure how much of a difference it makes but:
- I’m trying to understand better how UE5 works
- I’ve learned that if something isn’t working in one place it could be affecting other things or mean there’s a larger issue
- If I need to delete all of them it will be very difficult.
These look like blueprints. Blueprint ( actor ) foliage seemed to be there briefly with earlier versions of 5, but now not…
Ok, you can still do blueprint foliage in 5.3.2
Put a static mesh foliage type in the foliage tool
then you can right click it and convert it to an actor type
Yikes…
Do you have 5.0.3 installed (if not no worries. I appreciate all your help so far)? I’m curious if this is just normal for actor foliage in 5.0.3 now. I’m not sure why the video and my own environment look so much different. If maybe there’s a setting I’m missing, but I followed the directions very closely.
I would try to do this project in 5.3.2 except this is what nanites look like for me:
I’m not sure how much of an issue it will cause but it seemed odd.
Nanites are enabled in all geometries. I can only guess it’s because the assets are coming over from a much older (I think a 4.x) version of UE.
I don’t have 5.03, I’m afraid. Pretty tight ship here…
I’m not sure how well Nanite works as foliage, inside a blueprint. Not at a machine right now, so can’t test it…