Question/Feature request (Foliage Grids)

In open world partitioned level, all foliage seems to be bundled together for loading regardless of size, so if trees are loaded far away from player all other smaller foliage actors are loaded at the same time (grass, bushes, rocks, etc.) Which can make long loads times or hitching.

I have not found a way to seperate how different foliage loads if there is one, does anyone know if it is possible to seperate foliage load distance depending on size or type with different runtime grids?

are you using lods or nanite for the foliage?

i don’t remember exactly, but afaik, there’s a cull distance per foliage, on each foliage asset. you could try that.

also there is a new feature but i can’t recall the name, something like hierachical asset/level streaming. but i think it’s a world partition thing. maybe it’s just the hierarchical level of detail.