I have made sure that I have selected the proper landscape, and when the material is painted on the ground but the foliage is positioned 100s meter above! And I can’t fix that: I can’t even delete it!! Have you had this problem? What am I doing wrong? How did you fix it?
Thank you for any idea because I don’t see any reason why this happens.
I do… but when after deleting ALL collision blocks, the foliage remains high above the ground. Nothing is hidden and there’s nothing between the ground and the foliage.
The only way I have to remove those square foliage it to remove the Landscape Grass Output and the Landscape Layer Sample. And this, even if, currently, the “Tree_LayerInfo” has been “cleared” and “rebuild” (Landscape Paint Panel).
I am using the landscape grass output to scatter “foliage” on a material layer.
I have done something very strange and it may work: in my LGT_Tree, I toggle “Enable Density Scaling” [Scalability] → the foliage in the sky disappears. Then, if I continue painting, it might reappear so I go back to this setting, toggle it again and it disappears again.
Very strange thing. I would like to post a potential bug but I can’t repeat it on demand… so it’s a bit useless for them.
The foliage up above the landscape could sometimes occur in UE4 as well. Something about the collision not updating properly for the landscape.
That said, all you do to remove it, is to create a plane or cube, and move it up to the foliage.
Then the foliage brush has something to collide with, and therefore the flying foliage will be within range for deletion!
In ue4 with multi landscape or even just one, this issue is common when the map is moved/shifted from it’s original position.
There used to be a console command to reset the offset. (Obviously can’t remember what it is).
Once that’s done you simply paint a block of grass to cause the grass maps to re-create.
The other question is… why are you using grass node for trees?
Sure it’s an easy setup that way, but you’ll have way more control with the (still experimental after like 4 years) procedural foliage tools.
Also better performance.
The foliage tool, hand painted at least, aggregates sections for culling on its own far better than the grass procedural stuff does.
Note that there’s been issues with the grass node too.
For one, you couldn’t disable rtx rendering of it.
For 2, all the grass meshes would pool at the center of the map and always render, causing Gpu hammering.
Not sure what the current situation is on this. Or if they ever retroactively patched .25, .26, or if any change made it into .27
I have been having a much better time using the Nvidia rtx branches vs the ones Epic releases… particularly the last 2 months. The .27 Chaos branch sort of worked. Sort of. I think it’s just not stable enough yet as the editor crashes too much to work with it.
I take that back. Today’s files for .27 chaos branch actually built and are working stable for the time being… (Jan / 25 - post dates being hidden and all)
I have tested the method of not moving the landscape origin and adding/deleting new tiles. It seemed to work until I did not modified the default density (400) and got my foliage flying again. Lowering the density fixed the issue.