Please add z-offset for Grass Type

It’s all in the title, Foliage has z-offset, Grass hasn’t, would be great to have it for Grass too, that should be a super simple modification to do, thanks!

Would be nice if this option existed. A good workaround is changing the import translation in the static mesh viewer and reimporting the mesh. Which reminds me:

Why can’t we reimport the mesh from the static mesh viewer? We can reimport textures from the texture viewer by clicking a button. Why not the same for meshes as well?

You mean the static mesh editor panel? Ther is an option for reimport under asset action i think…

Would be really helpful. Beeing able to change a mesh translation without reimporting would also be really nice…

Hi, what you can do to get around this, which is actually a perfectly useable solution, is to subtract a vector from the world position offset in the material. Then you can set it per material.

E.G

Vector ( 0, 0, -100) ---------> World Position Offset

there are always more or less convenient workarounds, I am asking for the real thing!

Do you mean per instance or just uniform?

To be fair the material workaround is a legit solution we use to also randomize lengths of grass strands. It might actually be more efficient than a “real” offset since it’s less math for the initial generation of instances, but on the other hand it’s a bit more math for the shader.

same as for foliage, with a range and random pick between this range (if the high and low values are the same then no random pick of course). This should be minimal in terms of CPU usage.