UEFN World Partition: Nearby Assets Cause Foliage instances to Disappear While Collision Remains

Summary

Foliage instances placed with Foliage Mode disappear in-session, collision remains, when near certain assets or props with World Partition enabled. Regardless of World Partition Loading Range.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Place trees using Foliage Mode tool. I used default oak and pine
  2. Collision - BlockAll
  3. Turn on World Partition with default settings
  4. Place other assets or props near or on the foliage instances
  5. Enter the session and check if the foliage instances disappear
  6. Check for collision - the trees will be invisible, but you can still walk into them
  7. Test by moving the trees farther away from the assets/props and verify that the issue no longer occurs when they are far enough apart. (IE. They should be visible)

Expected Result

The trees should remain visible and interactable in the session as they are in-editor, no trees should disappear, regardless of their proximity to other assets/props, and should not cull if they are inside the World Partition loading range.

Observed Result

Foliage instances placed with Foliage Mode disappear in-session when near or on certain assets or props, though their collision remains intact. This issue occurs with World Partition enabled and is likely triggered by the proximity of other objects. The trees become invisible at runtime but can still be interacted with. Moving the trees away from the assets makes them visible again. The problem persists regardless of whether the trees are within World Partition’s loading range, and it may not be limited to just tree instances.
The foliage instances do not have to be directly touching assets to be affected.
Foliage instances can be loaded back in if you fly out far enough and fly back; but also unload with same method. (shown in video)

Platform(s)

windows 10

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Video

Additional Notes

HLODs are not built
Default World Partition settings
World Partition disabled “fixes” issue
Instances do not have to be directly touching assets to be culled
Not every asset culls instances
Unknown what factor causes certain assets to cull instances
Disabling ‘Is Spatially Loaded’ under assets/props causing the culling fixes foliage instances from culling, but is not a desired solution and unknown to tell which props are doing the culling

There is a cull min/max distance on the foliage tool editor this is what i used as i dnt think the foliage system respects world partition tbh.

Even with world streaming on all my foliage was always visible as i setup that cull settings and everything was fine i think you can setup the same system to show rather than cull and still have world streaming on

Can you elaborate on that? What do you have it set as. Anything above 0 and they don’t render, at least not in-editor. In my experience foliage instances work fine with WP as long as they aren’t affected by assets/props like shown above.
I’ve tinkered with the setting a bit but haven’t found a sweet spot where every instance is visible, always a couple not showing
Screenshot_87

You have to be within the distance in the editor or they will be culled such a weird system as they dnt match tbh

Yeah this has been an issue since foliage mode was introduced. Devices also cause the same issue. Theyre aware of the issue but nothing’s been done about it :confused:

1 Like

Pretty unfortunate, personally I haven’t seen a post or anyone else talk of the issue and no one has the slightest fix. There’s not a clear-cut answer where every foliage instance will work as intended with World Partition on, unless you trade foliage visibility for memory cost and make every surrounding asset not spatially load. Even then you could still have some instances not load properly

FORT-886090 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.