Rendering glitches on iphone

I finally shelled out the $$ to register as an iphone dev and jumped through a million hoops to get my prototype running on my iphone!

But it’s a disaster and I don’t know why. Clearly there seems to be something wacky going on with the geometry. The cityscape which is just a train wreck is just a giant static mesh. The game play works as intended.

My project is under UE4.6. If it matters, everything is 50% transparent and there are no textures on any of the models, the materials are all just plain colors, no fancy shaders yet. Also, I can’t get rid of the “rebuild lighting” msg on the iphone, no matter how I try to rebuild the lights.

On my Win7 laptop:

On my iPhone 5:

Hey Furroy -

Can you give me some more information about how the city mesh is generated? Do you have it placed in the level directly or directly through a placed blueprint? Are they generated via a blueprint at runtime? In your first image, it looks like you are show a Play-In-Editor View, have you tired a Standalone Game and does it produce any errors?

Finally let me know what version of the editor you are using?

Thank You

Eric Ketchum

The city mesh was an OBJ/MTL I got off the Internet somewhere. I imported it into Blender 2.70 and then exported it as an .FBX. This I imported into UE4.6 as static mesh, no BP used. To reproduce, I’ve attached the .FBX. Create a new Vehicle BP project, import this .FBX, disable it’s collision box, drag it into the project, scale it by 100,100,100, and launch it to an iPhone.
link text

Hey Furroy -

I was able to see your issue but it looks like an issue with trying to keep the city obj as one singular mesh. The engine wants to try to triangulate the mesh which causes issues with the Mobile OpenGL renderer. However, if when you import the FBX you do not combine meshes you will still be able to place the city in your level as before (Select all meshes and then drag them into the level, they all share a common pivot point based on their location in the cityscape.) and it will render correctly on the iPhone.

Let me know if I can help you further -

Eric Ketchum

wow, ty so much for looking into that for me! it was kind of a pain to deal with 100s of sep. meshes, but it fixed not only that, but 4.7 will now deploy to my iphone, which it never managed to before.