4.4.3. Particles in level, but how did they get there?

So I have been scaling my map sizes up to 10-20K tiles lately and some weird visual effects are taking place that I can’t explain.

The zoomed in version looks like blinking Christmas lights. Under the effect you can see my text is shaded red, and to the right it is white as normal.

http://img.photobucket.com/albums/v129/Decimatus/Answerhub/ParticleEffects.png

As you can see here, the effect takes on random colors(I have seen Green as well) and primarily exists off to the side of the view. If I scroll around it flashes brighter with more movement. It does not exist on the central portion of the map and seems to spawn on the outskirts of the starting position.

http://img.photobucket.com/albums/v129/Decimatus/Answerhub/200x100MapwithVisualArtifacts.png

I found a “ParticleEventManager7” (it often ends in different numbers besides 7) in my Scene Outliner but I have no idea how it got there and it fails to reference anywhere.

I am playing in the Game Preview Standalone. When I exit, the “ParticleEventManager7” dissapears from the Scene Outliner.

This effect does not always happen. I have not added any particles to my project or even open the particle tools.

Anyone have a clue?

I’ve seen reports of this kind of behaviour on foliage before so you may want to search for those posts(forum and answerhub) to see what was causing them.

Hi ,

In your blueprint, do you have any instances in which you add a particle system? Additionally, does this start to only with large amounts of instanced meshes or does it occur any time you start up, even with smaller amounts of data being rendered?

Hi

try set

[Startup]
r.Cache.LightingCacheDimension = 128

In Engine\Config\ConsoleVariables.ini

Hope it will helps you :slight_smile:

Regards

I believe you got similiar issue to: Weird, random glow - Rendering - Unreal Engine Forums

and this config entry is “solution” for these glows.

I haven’t touched particles in any shape or form.

I have only seen this on maps with more than 7000 tiles. Edit: Or I suppose 21000 tiles since my world wrap duplicates the maps… My forest solution is pretty bad as well as it uses 37 trees per forest tile, so that could be hundreds of thousands of tree instances… :stuck_out_tongue:

Pretty much as soon as I started producing larger maps, the weird effects showed up. Didn’t change anything visually in that time. Just altered map generation logic.

Thanks. This does look a lot like: https://answers.unrealengine.com/questions/48362/strange-foliage-glow-issue.html

I feel like I used to have the ability to turn people’s comments into answers… Your solution seems to be holding up. I will reopen this thread if it comes back, thanks!

's solution seems to work:

try set

[Startup]
r.Cache.LightingCacheDimension = 128

In Engine\Config\ConsoleVariables.ini

Would still like to know what the core issue is it is known.