If you use the foliage tool to add foliage instances to a static mesh actor or a landscape, then you delete the actor or landscape, the foliage instances that were "stuck" to it are also deleted.
Anybody know a way to save out the instances so they just exist independently in the level? I spent some hours placing foliage onto blockout geo which gets replaced, but I don't necessarily want to have to replace foliage instances.
Replies
you can move foliage actors to other levels in world composition - prior to my world partition experiments I dumped mine into the persistent level cos I didn't want them streaming out
the foliage actor is just an actor with some HISM components hanging off it and some crap to attach it to a landscape - you could probably build a editor utlity to duplicate the components out into another actor to make it completely independent.
Personally - I've swung back around to using procedural foliage volumes and masking for placing forests.
It's a lot less work to resimulate when you make landscape changes than it is to repaint - you sacrifice some control and it does get quite crashy when you're looking at dumping several million instances into a level but on balance I think I prefer that to the fuckery attached to handling painted foliage.
if you're not putting loads in your level then you might as well leave them as static meshes - they'll batch dynamically so it'll be basically the same as using ISMs. solve the problem later when it becomes an actual problem