Hi,
I'm sorry to hear you're experiencing trouble and thank you for bringing this to our attention. First, please note that Epic uses our APIs to support Forest Pack and RailClone — not the other way around — so we have limited control over how Datasmith exports our plugins. That said, one of our users recently reported a potential issue related to InstancedStaticMesh culling when using Ray Tracing. You might try disabling it via the console with the following command:
r.RayTracing.Geometry.InstancedStaticMeshes.Culling = 0to see if there's any difference.
It might be related to the type of objects that Datasmith creates from Forest data. As mentioned
here:
"When you use Datasmith to import or sync a 3ds Max scene that contains a Forest Pack or RailClone object in Unreal Engine, Datasmith creates a single Actor in the Unreal Engine Level, and names it according to the name of the object in 3ds Max.
Within the Actor, Datasmith creates the following for each type of geometry that the object handles:
- A Hierarchical Instanced Static Mesh (HISM) Component.
- A Static Mesh Asset in your Project content.
Datasmith then sets each geometry type's HISM Component to refer to its Static Mesh Asset.
...
The HISM Component is the same technology used in Unreal Engine's Foliage system. It's a very efficient way to render many instances of the same Static Mesh. The Unreal Engine renderer batches all instances managed by the same HISM Component, and makes a single draw call per Material assigned to the Static Mesh Asset. By using the HISM, the renderer can handle more instances without affecting GPU performance or frame rate."
Thank you in advance for any additional insights you can share regarding this issue, either with us or the user community — it may help others who encounter similar problems.
Best regards,