No foilage brush???

A weird foilage issue - follow up on Foilage broken…

To investigate this issue, I created a new project in both Unreal 5.3 and 5.7, imported the Megascan set of plants from my Epic Games Library I used for this set, it is compatible up up to version 5.3 (which I selected to import on 5.7). No problems on import.

It contains an overview level and that shows all the assets properly. I opened it, switched to foilage mode, added one of the assets from that package, saved the foilage type. The brush-dome showed and I could paint the asset as I expected.
Now I added a separate level, switched to foilage mode, using the same definition as in the Overview level. Now, in Paint, NO brush dome appeared, in the very same setting as in the overview level. However, FILL did fill the whole floor. Single assets could be selected and removed, and when I clicked “invalid”, all painted assets were selected, where in the overview level, none is.

Placing the assets manually does work ((here I didn’t have the distance problems…) but foilage doesn’t work for some reason. As in the the mentioned thread, I had no problem at all in the original project.

Can anyone give me a clue on what is going on?

I noticed this in the output log in 5.3 when I opened this level:

Cmd: MAP LOAD FILE=“D:/VirtualWorlds/Unreal/Projects/MyProject/Content/MS_LushPlants/Maps/Plants.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LightingResults: New page: Lighting Build
LoadErrors: New page: Loading map: Plants.umap
LogWorld: UWorld::CleanupWorld for Untitled_1, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogContentBundle: [Untitled_1(Standalone)] Deleting container.
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.31ms
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Plants’.
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world Plants
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 0.40ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0,039ms to complete.
LogViewport: Scene viewport resized to 2291x1950, mode Windowed.
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
LogActorComponent: UnregisterComponent: (/Engine/Transient.SphereBrushComponent) Not registered. Aborting.
LogViewport: Scene viewport resized to 3159x1950, mode Windowed.

Note this:

“LogActorComponent: UnregisterComponent: (/Engine/Transient.SphereBrushComponent) Not registered. Aborting.”

No wonder… But how can I enable it?

But in 5.7 I don’t get any error message, the brush dimply does not appear in a new level.

Tried on another machine, that does NOT contain VisualStudio at all, using Unreal 5.7.4. Using an exiting project, created new level, added foilage as static meshes, save the foilage types - as usual. But again: NO BRUSH on paint. “Fill” adds all selected foilage, but in “Invalid” all is selected.
But on the demonstration level that comes with the package, “Paint” works as expected.
Placing the foilage asset directly is no problem, but weirdly enough: If that is selected in foilage mode, the brush IS shown.
I also tested it in the max version the package is compatible with : 5.3. But again, in the demo level, I can paint foilage because the brush is present. In a new level, the brush does not shown.

Also tested in an existing 5.0 project, created a new level in there, and it works! Done in 5.1 on a copy of the 5.0 project: Existing levels are no problem, but new levels have the same issue: no brush; Fill works but the assets are deemed invalid. Same in 5.2.

I THINK it has to do with an update some library (C, Python?) because is happens on all versions except 5.0, on new levels. On exiting levels, except the demo level of the package, foilage is broken as described in Foilage broken…

I found that you can’t paint foilage on the floor that is created when a level is created using the basic template - as before. But it will paint when you add some asset on top of it: plane of landscape, even on the same Z-level will enable painting. It’s not a real solution but a workaround - in most cases it will be sufficient