Procedural Foliage Spawner No Collision!

I need my foliage to have collision or overlaps of some sort. When I enable collision it prevents my pawns and my camera and spawned actors from moving within the area.
Now there is no collision and my actors literally walk through trees and stuff.
I found a forum post asking this exact same question from 2017 and nobody has thought to fix it after all this time? How is Procedural Foliage supposed to be used in a functional open world project?
I’ve spent months trying different methods to get foliage to work. Why is this so freaking hard to get right in the Unreal Editor when every big game developer uses the same tools? Epic is always developing new features to enhance and generate foliage onto a landscape.

This isn’t my only post on this issue. I never get a response from anyone on here. Despite this definitely being some sort of bug.


Why does UE keep generating these garbage collision boxes? I didn’t make them!


UE auto generating stupid hit boxes every time I import a new model. The images above show the scale of this hitbox.

Look up what collision channels are - make a custom one and use it properly.

Regarding the model itself, create collision in your DCC as either UCB or UCX and export it properly.
Likely, using the legacy importer to get it into the engine.

But how and why is it all of a sudden creating these collision meshes on it’s own? None of my models have collision meshes or collision enabled when I import them into the editor. Then for no reason they generate these stupid collisions after saving my project files.
It has always worked properly in every UE version up until 5.6
Doing it properly or not should have no effect when I don’t have collisions to import in the first place and never did. I’ve always made them within UE. The models work properly for 1 run and then UE does this. It’s happened multiple times now.

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Must be some “nanite requirement” or some other BS they are trying to enforce?
You can also hope its just a bug. But the way you describe it it seems to be rather deliberate.

Make sure the importer is not the one generating them though.

Either way you can get around it with channels… at least you can keep on working…