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?
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.
I’ve just been using LODs with painted foliage, I heard procedural foliage has what i need but was still experimental.
And I do have cull distances set up which work for hiding the foliage, but my issue is on the initial loading of a partition, it loads all the millions of foliage all at once.
I can prevent the feezing/hanging if i change the “runtime grid” for foliage to load only stuff closer to the player but then the trees only load really close to the player.
So i think its because i have the trees set to a far load distance with the runtime grids, but that makes all the millions of smaller foliage load up with it, so its either have the trees load as close as the grass, or have all the grass and smaller things load as far as the trees.
I have also made custom foliage components for each type but it does not let me chanfe how/when it loads there either.