Unreal Engine deletes foliage - help

  1. Hello. and yeah the InstancedFoliageActor is still there now that you mention it. I checked all the folders too. there’s no extra InstancedFoliageActor, just 1 so far.

the culling distance is already set to 0. It’s been set to 0 since far before I even added grass. what else do I need to check?

quick question: “FoliageInstancedMeshComponent” where can I find that or is it a command? can you explain it to me a step by step? I wanna be sure I do this right.

and I doubt I deleted it because all foliage was still there when I closed unreal engine. and I remember saving it before closing it because I had to “save current level as” too. I use the same habit with any 3D software since thats what I was taught to do. Right now so far I have 6 levels saved. each in a different phase/progress stage of the project.

Here’s a more detailed step by step of what happened in case you need more info:

after I had fixed the first issue I had, which was only setting my grass LODs to 0 and converting it to nanite and so on(details are in the link I provided in the bottom of my post)… all I really did was focus on painting in my grass foliage in foliage mode, then added some rocks and bolders in selection mode(like maybe 7 or more). Didnt mess with commands or settings of anything in unreal. I will say that I did delete all of my grass at some point and started over. I wasnt happy with how my grass looked. But I cant remeber if I had deleted it with the delete brush in the foliage mode or if I actually deleted the InstancedFoliageActor…I think I used the delete brush due to the fact that the InstancedFoliageActor is still there even when all my grass is gone. but anyway, I decided to start over and paint in my grass again… finally I was pleased with it. first thing I do when I finished painting my grass was hit save. then I hit save then did “save current level as” to make a copy of my last progress in case of anything. then after that I closed unreal engine, a “save foliage” pops up and I click save all.

Next day, All I do is add and delete bolders and rocks, moved them around in selection mode. tried some assets like a fireplace from megascans or paths, I didnt like it so I removed it and stayed focused on just positioning the bolders in the right places for better composition. once that was done I saved everything and closed unreal engine and went about my day doing other activities. But I havent done anything crazy or messed with the commands or the grass textures and it’s settings at this stage of the project. thats why I’m so confused to why unreal engine decided to delete my foliage the next day when I opened the project. I didnt even do anything, all I did was open unreal engine, I allow it to update, once it was done I open the file, the project opens and I select to open the last level I saved, then as soon as the project finishes loading in, I noitce all my foliage is gone.

  1. is my landscape scaled? that I have no idea. could you explain that please? I’m still sort of new to unreal engine so there’s some stuff I’m still unfamiliar with(main softwares I use are Maya and Zbrush but I’ve been liking to use unreal engine more and more). I never messed around with the landscape settings. All I did was sculpt it in the “landscape mode” and painted the landscape. other than that I havent done anything out of the ordinary except use commands to set my culling distance at the start of the project when I needed to paint in my grass, but I haven’t used the command after I changed my grass LODs and all that stuff since. I like to try to avoid using commands as much as possible since I’m not familiar with it.

command I used: r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0

I hope this is enough info. If there’s other questions you need me to answer or details you need know, let me know.