Hey Tim any news regarding this skinnedmeshcomponent tick fix for upcoming 5.9?
Like its driving me nuts right now, im way too CPU bound right now. Also disabling wind still doesnt have any improvement to shadow performance or tick, VSM is still invalidating and please give us an option to set shadow invalidation to static on skeletal trees
There were a couple changes in 5.9 that likely address this issue:
CL#54759911 (e898bf) Skip ISKM tick by moving LOD logic to the render thread.
- The render thread computes LOD for skeletal meshes. We only round trip through the game thread because the animation system needs it. ISKM's don't need this functionality.
- Streaming is handled by clamping on the render thread side, same as the static mesh approach.
CL#54801464 (420f9d) Fixed crash when ISKM is rendered without GPU instance LOD.
We’re looking into getting a fix into a 5.8 patch.
Thanks for the reply
Is the Vegetation Editor getting new stuff by 5.8 or 5.9?
LIke the ability to finally add photogrammetry scanned base to the bottom and also the ability to add decorations mesh like fruits , flowers , knots
Also why cant we use the foliage tool with the ISKM trees
I like PCG but I and lot of other people would still like to have some hand control so please add support for ISKM in the foliage tool so that we can paint them wherever we like
Thanks for your feedback. We are working on the vegetation editor and have plans to eventually support some of the features you mentioned like decorations, but 5.8 is only receiving fixes at this point and whether or not those new features end up in 5.9 is too early to say.
Also why cant we use the foliage tool with the ISKM trees
I’m not familiar with the limitations of ISKMs or our plans for foliage tool. PCG allows some form of manual editing in 5.8.1 using PCG Editor Mode → Manual Edit.
My work requires me to hand-place specific trees at real-life, 1:1 locations, which can be quite difficult with just PCG, even with the manual editing tools.
The new ISKM works with PCG, but unfortunately, it doesn’t work with the Foliage Tool. I’d really appreciate it if the team could consider adding support for ISKM to the Foliage Tool as well. Using the Foliage Brush Tool is much easier for manually positioning and directing trees, especially when trying to match real-world locations accurately.
I also have another request regarding VSM performance. Currently, the Shadow Depth pass takes around 8–11 ms when using a dynamic day/night cycle. From what I understand, this is because the shadow cache invalidation method for skeletal trees is currently set to Always.
The old foliage system had options such as Rigid and Static, which allowed the trees to move using WPO while keeping their shadows static, resulting in much better performance.
It would be really helpful if similar Rigid and Static options could be added for the new skeletal trees as well. This would make them much more practical for large environments with dynamic lighting and day/night cycles.
Thanks
I hope i can get an answer ![]()