# Instance overlap functions for foliage don't work in UE 5.0 \[reported\]

**URL:** <https://forums.unrealengine.com/t/instance-overlap-functions-for-foliage-dont-work-in-ue-5-0-reported/518664>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine, UE5-0, bug-report, Blueprint\
**Created:** [April 7, 2022, 3:20pm UTC](https://forums.unrealengine.com/t/instance-overlap-functions-for-foliage-dont-work-in-ue-5-0-reported/518664 "2022-04-07T15:20:56Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Kettenotter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kettenotter/32/620822_2.png) [@Kettenotter](https://forums.unrealengine.com/u/Kettenotter)\
**Post date:** [June 26, 2022, 2:37pm UTC](https://forums.unrealengine.com/t/instance-overlap-functions-for-foliage-dont-work-in-ue-5-0-reported/518664/3 "2022-06-26T14:37:40Z")

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Someone did find the cause and a temporary fix in this thread:

> [@'Get Instances Overlapping Box/Sphere' not working as expected in UE 5.0](https://forums.unrealengine.com/t/get-instances-overlapping-box-sphere-not-working-as-expected-in-ue-5-0/530779/10):
>
> Ok I fixed it for my specific case. I observed the following… UE5.0 introduced a variable on InstancedFoliage.cpp called bUseTranslatedInstanceSpace - From what I loosely understand, this aims to solve foliage precision in large worlds due to the use of floating points. The logic takes the first instance position and uses that as an origin space for all other foliage to calculate from. The problem I believe is that this value is used when building the foliage tree, but not taken into considera…

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_[View the full topic](https://forums.unrealengine.com/t/instance-overlap-functions-for-foliage-dont-work-in-ue-5-0-reported/518664)._
