I’ve been using the “Medium Tree Color Picker” and the “Large Color Tree” on my UEFN project and have noticed that when I get to a decent enough distance, they vanish from my view. Other props on my project like the “Big Bush”, “Pine Tree Large”, “Pine Tree Small”, and “Tree Birch Large NoSnow” all do not face this issue. Towards the beginning of this project I used the Asteria Oak tree’s which also did not face this issue. I’ve tried everything as far as researching and asking around if anyone knew what was happening. I’ve been told that this is a bug and once I build HLODs and do everything as normal, everything should be find in-game. I’m just a tad bit worried and just thought I’d try to bring this some attention and maybe get it explained or fixed. Not the most major issue but it’s been around for awhile and it would help a ton while working within UEFN as far as details go.
Heya
In the staticmeshcomponent there is a setting called world position offset disable distance
when I entered 0, the tree didn’t disappear.
what the world position offset does, is something to do with the trees animation effects, and this distance is set for performance.
I think since this tree is so windy it’s all animation, so when its disabled by distance it “leaves” nothing to be seen, unlike other trees that still have still bits that get shown.
The HLODs later on will make a fake model for it that will show up.
The World Streaming Is Spatially Loaded setting, in game will make the props disappear outside the loading range, which the simpler HLOD meshes will replace for distance visuals.
The tree is probably going to be unloaded by the world streaming system and replaced with a HLOD before it gets distance disabled,
Only later in game if it does disable or pop up and look funny, then you can change the disable distance value for the offending tree
Hey appreciate it, this helped out a ton. I’ve been messing around with trees as far as custom stuff goes so thankfully this makes a lot of sense lol