PCG culling

I have clipped the video so you can see what I mean about the PCG Lawn Grass is dissappearing at a distance you can even see a circle line as they disappear, its a bit faint but watch near the cliff edge nearest camera. The Grass is nanite with preserve area, and forced LOD 0. In the PCG grpah the Static Mesh spawner for the grass is like this.

Does anyone know how to solve this, I’m still in the early days from my Maya to Unreal Transition so as simple an answer as possible please.

Still WIP.

I have found that the nanite simplification has easily distinguishable circles of detail loss/culling with grass. I have also found that the performance and visual quality of nanite with grass in particular is not necessarily better than just using regular LoDs, and you sacrifice certain levels of control. Sorry I don’t have a better suggestion, but I’d probably just disable nanite for that asset unless perfi happens to be significantly better with it.

I changed to a different system for the grass, but thats good to know thankyou, and will remember for future use.