Hello, I have an issue on our project.
We have an open world island, and we are having some problems with far trees.
We imported the heightmap in UE4 and made a landscape from it, we are using world composition to separate it in tiles.
Now the problem is: when I spawn trees with the procedural foliage spawner tool everything it’s ok in LOD 0.
When the LOD1/2 ecc. come in , the trees or everything I spawned with the tool will disappear because the landscape doesn’t have collisions, so the spawner will not spawn anything.
To solve this, I tried to export my terrain tile LOD in Maya and reimport it with a collider which has the same topology as the lod mesh.
This solve the problem, but the trees will change position when the LOD comes in, because landscape collision is different from the collision I generated for the tile!
Someone knows a workaround for this? Exporting the landscape collisions could work, or maybe I am missing something.
Below you can see what I mean for different position of the trees spawned.
This is the view with NO LODded terrain
This is when the LOD comes in (two meters from the first view)
Thank you for the help!