Open eliiik opened 3 years ago
Using 'unreal_level_path' with 'unreal_split_attr'. This way I checked what is possible. That it is baked place in the level. (on world composition)
But also new trouble create. I just bake foliage for ue4 (using hda/unreal_foliage attribute), Exactry outting foliage successful but I can't found foliage static mesh on UE Foliage Editor mode. (Foliage pannel is blank, anywhere hasn't foliage static mesh) I found cause make trouble at 'unreal_split_attr'. 'unreal_split_attr' and 'unreal_foliage' both using is this create issue. But not using 'unreal_split_attr', can't works batch world composition.. Just using only 'unreal_foliage' attribute, It is sent to the foliage system without any problems, but 'unreal_level_path' attribute not work.
It seems to be an extension of this issue from the past. https://github.com/sideeffects/HoudiniEngineForUnreal-v2/issues/21
I using 18.5.633
normal Static Mesh Instance works well with world composition, but foliage instance is not.