Megascans Trees in UE5.2 PCG

Hello, I have been trying to spawn the


trees using PCG in UE5.2, but they are spawning wrong, one stacked on top of the other. Does anyone know how to fix this?

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Just came across same kind of problem. Simple wind tree are moving like with a weird wind / motion blur effect. It s really weird as static meshes version without PCG works fine. Pivot painter ones doesn’t get this problem

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Hi, I’m having the same problem. For now I turned of the animated foliage (set to false) and that solves the issue but that means that you can’t have the wind on or at least for now?

Hello @BenNgwenya @lobnico @Akrys91

As a quick check, do any of you have ‘Project Settings → Instanced Stereo’ enabled in your projects? If yes, does disabling it resolve this?


The tree on the left was just dragged in from the content browser, the others are with PCG

It was not activated on my Engine, I have the same issue

It was also disabled in my project.

I have come across the same problem with PCG and Megascan Trees. I am unsure of what causes the issue, but as mentioned by @lobnico the Pivot painter megascans don’t seem to cause the texture issue. Moreover, if you disable nanite on the SimpleWind trees it fixes the glitches.

This may be a megascans/wind issue as other trees, such as the Interactive Spruce Forest, work just fine. As a work around, you could use the Pivot Painter Trees and the GlobalFoliageActor to create wind/movement.

Hope this helps!

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Now that I think about it, its probaly how material wind is set up, with some different variables when using PCG. (Problem with pivot wind it’s too heavy on ressources)

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For anyone still having these issues in 5.4 with pcg I found the cause. Go into MF_SimpleWind and normalize or clamp the value that is going into the AdditionalWPO input of SimpleWindGrass. I have clamped it extreme numbers and it still fixes it.