don’t works well, just for some models, all has different material instance, but the same father material for every material instance.
I also have the problem but only on instanced mesh from foliage. Did you find any solution since?
no solution at the moment
I’m also having this problem, the solution we got unplugging the PDO worked somewhat, this will hold for a second, but this incompatibility is terrible for optimizing for mobil. Now we know why valley of the antient was a desert…
Did you try turning on virtual textures from your project settings? I had this problem too but turning that on and restarting the editor worked for me.
Yes I’m using virtual textures and the option is active. specially because I do have some other features that use this. Still dark, de solution that was mentioned here helps, but it doesn’t fix it, specially for octa impostors.
Hey all, wanted to post this before the thread goes too cold - and for anyone that comes across it in the future.
A little more poking around with the PDO part of the shader and I found the specific node that is causing the blacked out foliage instances. “ObjectScale” cannot be used with Foliage Instances, and you need to use FoliageScaleFactor instead. It will slightly break your handplaced foliage, but setting your PDO value to something like 1.5 or 2 (instead of 1 by default) works pretty well.
Hopefully this fix works as well for ya’ll as it does for me.
(All the distant trees here are Instanced Foliage WITH PDO hooked up and working)
its working! was not necessary to move PDO parameter
change ObjectScale for FoliageScaleFactor
PDO conected
was not necessary to move PDO parameter
impostors at morning (cooked project)
impostors at afternoon (cooked project)
Hey guys thanks for the info, you solved the material problem for me too.
I have another problem with the billboards though, when they’re used as foliage instances. I was wondering if anyone knew how to fix it. I assume it’ll be something in the imposter material the same as the fix for the black material.
My imposter billboards work perfectly when they’re placed as actors but when they’re foliage instances the mesh appears incomplete, as if its only showing one of the frames.
I’ve attached a photo as an example
Any ideas would be appreciated.
Cheers
For anyone having the same problem as me, I’m still working on it but I believe I’ve tracked it down to being a world partition problem, Not a problem with the material as I had thought.
Fixed it. Selecting Build all levels from the build menu. Hope this saves someone a bit of time if they encounter the same issue with their imposters
hello, I’m experiencing the same issue, it would be highly appreciated if someone could explain what they did in detail so that I can understand the pictures.
The problem also arose with our content. We have given an answer. Maybe this will help you too.
This problem is related to the latest Unreal Engine updates and the change in the work in mipgen. To solve the problem, select all textures. Open texture properties via the properties matrix. Go to the Level of Detail section and set the “Mip Gen Settings” parameter to “FromTextureGroup”.
More details about the solution of the problem in the screenshots: