x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Cable Actor invisble when switching levels

Hi

I am using the cable actor like peter newton showed in his tutorial for the grappling hook:

https://www.youtube.com/watch?v=ym1hseCJl7c&list=UUEPTMZtcqG0-nsi1DtsKg_Q

Especially when switching levels for example with a trigger, the grappling system still works but the cable isn't rendered anymore. This happens when the level in which I load into has a bigger landscape (standart 65x65 or higher) in it with a importance volume. Sometimes it happens also while playing in this level with the big landscape.

I am using the mobile third person template.

Product Version: Not Selected
Tags:
more ▼

asked Nov 14 '14 at 09:33 PM in Using UE4

avatar image

spaceharry
392 21 30 138

avatar image spaceharry Nov 14 '14 at 11:20 PM

I checked if the set visibility node is still being fired, which is the case. Is this a memory issue when bigger landscapes are in place?

avatar image TJ V ♦♦ STAFF Nov 17 '14 at 07:24 PM

Hi spaceharry,

I believe it is a memory issue. I just tested this in-house with a 255x255 landscape with multiple streaming levels and active AI. Although I had a hesitation when it loaded, the cable component was always rendered correctly.

avatar image spaceharry Nov 20 '14 at 08:51 PM

Thanks for testing!

Did u use the exact same blueprint setup as Peter Newton used in his tutorial? I figured it might not be related to the cablee actor at all, but how the target points for the cable are updated.

Maybe also something is differen from the mobile template background?

avatar image TJ V ♦♦ STAFF Nov 20 '14 at 09:33 PM

I didn't use anything to manipulate the movement of the cable during run-time. I used a simple setup where I attached a cable component to the player. This maybe why I'm not seeing the same thing you are.

I have another technician here that is working on a setup very similar to yours. I've asked him to test your issue once he's finished. We will post back here once he has.

avatar image spaceharry Nov 21 '14 at 01:16 AM

Maybe this could also happen if the lightmass importance volume is too big?

avatar image spaceharry Nov 21 '14 at 09:34 PM

ok I checked this again and I am sure now that it has nothing to do with the cable actor itself, but the way the target points are updated.

Sometimes it works all fine in the editor then on my Galaxy S4 the cable doesnt show up. Even if I replace the cable with a beam efffect with target and source the beam sometimes refuses to be rendered.

avatar image Adam Davis STAFF Nov 21 '14 at 10:15 PM

Hi spacecherry,

Does your cable actor only have rendering errors on your s4 or does this occur in the editor as well?

avatar image spaceharry Nov 22 '14 at 02:09 PM

Hi Adam,

Well before it also had problems in the editor. Then I removed a too big character detail lighting box and it renedred correctly. On rare occassions the error

But still on mobile it sometimes keeps disappearing after 2 or 3 times of shooting the grapple hook. Maybe on mobile the lightmass importance volumes has to be even smaller.

Again, I don't think the reason for this is the cable actor anymore, because also a laser beam particle effect which is attached to a target stops rendering when replacing it for the cable.

avatar image Adam Davis STAFF Nov 26 '14 at 07:36 PM

Hi spacecherry,

Thus far I haven't been able to reproduce this on my end, can you share a screenshot of what is occurring along with screenshots of how you are setting up a blueprint that is experiencing this error?

avatar image spaceharry Dec 01 '14 at 06:08 PM

Its a pretty big blueprint for taking screenshots. Basically its the cable setup from the first youtube link above. The problem ocurrs randomely. For example when I swing around the level and then turn the camera around fast, it suddenly stop rendering.

I am still experiencing this problem with the cable actor, so I replaced the cable with a beam emitter.

Also the beam "cable" had the same "not rendering" problem until I changed source and target point's node index to 1 for both. Not really sure why it fixed the problem.

alt text

cable.png (654.7 kB)
avatar image Adam Davis STAFF Dec 03 '14 at 07:02 PM

How far does your cable actor go for your grappling hook? It could be culling out the entire object if it stretches too far (If so I can test this). Thus far I've been unable to reproduce what you have described.

avatar image spaceharry Dec 03 '14 at 06:34 PM

Recently the engine crashes in this level when I hit simulate. Not said that the rendering issue doesn't happen in other levels too. But at least there the engine isn't crashing on simulate.

I attached all the logs.

dump171225856.zip (41.3 kB)
log.zip (4.6 kB)
dxdiag.txt (76.8 kB)
avatar image Adam Davis STAFF Dec 03 '14 at 07:05 PM

Did you make any changes to the project before it began crashing? For instance, did you change engine versions?

avatar image spaceharry Dec 03 '14 at 10:27 PM

Yes I started the project on 4.3 and I am now on 4.5.1.

Ok crash when simulating happens because of a avtivate touch interface after a event begin play node in the level blueprint. When I remove this node the engine doesn't crash on simulate.

In this activate touch interface node I referenced to touchinterface.h which was a copy of the one from the engine folder with no control elements in it in order to hide the hud at level start before input gets enabled.

So I guess the reason for crashing on simulate was using a "activate touch interface" node with a "New Touch Interface" with 0 control elements in it. Or something went wrong with the copy. So now I just don't select any assets at all in this node an it doesnt crash.

However the cable rendering/ target point problem still persists and was unrelated to this.

avatar image spaceharry Dec 03 '14 at 10:40 PM

Well..., I shot to early. Now the level doesn't crash on start simulate but crashes after a some seconds when moving around while simulating.

This way of removing the mobile joystick hud works when hiting normal play withouth problem, but it seams to crash the engine on simulate. When removing the activate touch interface from the level blueprint the engine doesn't crash at all while simulating.

Some other guy had a similar problem: https://answers.unrealengine.com/questions/78276/activate-touch-interface-crash.html

avatar image spaceharry Dec 04 '14 at 10:53 PM

I added a zip showing a video with 2 levels using the exact same character with the same targeting system for the cable. In one level the cable shows up together with beam and in the other only the beam shows up.

cable 2level.zip (3.8 MB)
avatar image Adam Davis STAFF Dec 09 '14 at 07:53 PM

Hi spaceharry,

If you are comfortable with it, can you send me a copy of your project? We have not been able to reproduce this on our end.

avatar image spaceharry Dec 10 '14 at 05:10 PM

I will send you a DB link in Forum by private message.

avatar image Adam Davis STAFF Dec 11 '14 at 07:20 PM

Hi spaceharry,

I attempted to download the file but it was too large, can you zip the files up and post them again? Thank you!

avatar image spaceharry Dec 12 '14 at 02:50 PM

I am zipping it right now to one file, looks like its gonna be like less than half the size. Hope that will fit for you.

avatar image Adam Davis STAFF Dec 16 '14 at 09:17 PM

Hi spaceharry,

I can see what you are talking about, however I have not been able to reproduce this in any other instance. Have you made sure that you are using the same game mode, player controller, player pawn, etc. in every level in both the project settings and the world settings?

avatar image spaceharry Dec 17 '14 at 12:44 AM

Yes. I checked all of it. Mostly the cable appears in the level called "mainmenu" and in the others for example level 2 or 3 it doesnt appear. Maybe you can try this again.

I would not understand why this error shows up on my system and not on yours

avatar image spaceharry Dec 17 '14 at 01:08 AM

Just to be clear that I am not joking with a fake bug or something: Here is the problem well documented in the video:

Cable Problem

The video is still converting atm.

avatar image Adam Davis STAFF Dec 17 '14 at 06:36 PM

I apologize for the miscommunication. What I was saying was that I do see this occurring on my pc. Unfortunately, it seems limited to your individual project. I will keep digging to see if I find what the cause of this is. I requested the gamemode information to remove the "easy" fix options early so I can focus on what else could be occurring.

avatar image spaceharry Dec 17 '14 at 06:57 PM

Ah ok np, I missunderstood. My blind guess is, that it has something to do together with landscapes resolutions and a special size of lightmass importance volumes. But basically I built all the levels in the same way, so I cant think of something else atm.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi spaceharry,

In your event begin play for your character bp, set the cable length to 1 and see if that fixes the error. It did on my end

more ▼

answered Dec 17 '14 at 09:28 PM

avatar image spaceharry Dec 17 '14 at 11:01 PM

Wow, seems to fixed here too with that. Thanks so much for looking into that!

Not sure why it worked in some levels with 0 and in some not tough. And there is now a gap of 1 from the end grappling position, but I guess I will find a work around for this.

But the tako is happy :)))

avatar image Adam Davis STAFF Dec 18 '14 at 03:26 PM

You may be able to set the float value to a really small number like .01 to reduce the possibility of it being noticed at all. I'm happy to hear this is working now. I will mark this thread as answered for tracking purposes.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question