Currently I am facing an issue where the trees from two different artists painted using the foliage painter, have jittering issues on one side of the landscape, but on the other side they work completely fine.
Some things to know:
Nanite is not enabled on the trees
This test is done on the default open world map
Happens with foliage painter
Also happens with PCG spawn static mesh node
If the static mesh itself is dragged into the scene, it works fine from anywhere
It always (in my testing) affects the InstancedFoliageActors with any negative number in their name, so for example:
InstancedFoliageActor_3_-3_0 (has jitter)
InstancedFoliageActor_1_1_0 (doesnât have jitter)
This issue appears to be related to the world position offset. Please refer to the video below:
It might be helpful to post the material graph, someone might notice an error in the WPO implementation.
Also, Iâd start by getting more scientific to determine how itâs breaking. For example, if you paint one at the origin, and then 1 in each direction, do they jitter in certain ways based on which axis they are painted in?
Foliage painter is creating Instanced Static Meshes, (as opposed to the regular static meshes you mentioned work 100%) so that should also be a troubleshooting consideration.
Sorry about that, I tried to add as much description as I can, I have added the WPO from the graph and some more info. I will continue to expand the post as I do more testing.
Wow! Thank you so much, I couldnât get the âVertexInterpolatorâ route working, but you were spot on about the object position node. So I managed to get it working like so:
Once again, really appreciate the help as I donât tend to work with materials often as I am a C++ gameplay programmer and I would have never got it without your help!