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Blueprint light appears in triangular patches and does not cast shadows

Hi there, When I move a light, before rebuilding, it shows up in triangular patches. While I don't understand this, it's fine with me, except that when a light is in a blueprint, rebuilding doesn't fix it.

In the picture below, I simply dragged the CeilingLight blueprint onto the stage (and increased the brightness to make the problem more evident). This occurs during gameplay as well, and the light lights up objects, but doesn't cast any shadows, as can be seen by the blocks.

alt text

This was also the case with a light in a blueprint that I created.

Any thoughts?

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asked Jan 09 '15 at 03:38 AM in Rendering

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Trekopep
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avatar image RomanL Jan 09 '15 at 11:12 AM

Hi Trekopep!

Could you supply a screen of your light setup? Also do you use distance field shadows?

It's definitely the problem of dynamic lighting (since it's only visible for movable lights - in your case in blueprints). Also please tell me whether you are using BSP for the level geometry or this is custom meshes?

Cheers

avatar image Trekopep Jan 10 '15 at 04:24 PM

RomanL, Allow Mesh Distance Field Representations in the Project Settings is not checked. The objects used in the game are all static meshes taken from the default assets. (I started out using just the default Rolling Ball Blueprint Game. The only thing I've really changed is materials.)

And yes, I agree it's a problem with dynamic lighting. I changed the light in the blueprint to static, just to be sure, and it came out correctly, as shown below.

Is the light setup below what you were asking for?

alt text alt text

avatar image RomanL Jan 12 '15 at 11:07 AM

Hi!

I did some research, but couldn't reproduce that bug with the Rolling Template. Here is the same setup as yours:

alt text

As you see I got fancy shadowing as it should be. So taking this inot account I suppose it could be your custom Material. Could you post here a screen of your Parent material setup, that you've used?

Cheers

template_test.jpg (108.4 kB)
avatar image Trekopep Jan 13 '15 at 12:32 AM

Nope, that's not it. I made a new rolling ball project and did nothing but add the Blueprint_CeilingLight asset to the stage and increase its brightness. (It wasn't working before I increased the brightness either. I just wanted it to be more visible.)

I don't know a whole lot about the hardware of computers and what programs need, but could this have something to do with my graphics card? Or something else CPU related?

alt text

avatar image RomanL Jan 13 '15 at 10:05 AM

Hmm..

Yeah, it seems like your GPU is not processing all instructions well from this point. Please could you name your GPU card (and whether it is intergrated or not), version of Unreal and maybe try to reproduce that scene on another hardware?

If it's the screenshot from Epic scalability settings enabled, the shadows from the ball and blocks looks awkward, like your GPU has a really small stencil buffer. But that's just an assumption.

Cheers

avatar image Trekopep Jan 13 '15 at 11:51 PM

Again, I don't know too much about the hardware side of my computer. Is the picture below the information you want?

Also, I'm using Unreal version 4.4.3.

And lastly, The scalability settings weren't all set to epic (because my computer doesn't handle it quite as well, which may be related to this issue). When they're set to epic, everything looks smooth and nice, though the light issue persists.

alt text

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answered Jan 16 '15 at 10:43 AM

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marksatt-pitbull STAFF
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avatar image Trekopep Jan 17 '15 at 10:11 PM

Spectacular. Thanks!

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I don't have an option to test the engine on the same hardware, but according to this document your hardware (in this case - GPU) doesn't meet recommended requirements:

https://docs.unrealengine.com/latest/INT/GettingStarted/RecommendedSpecifications/index.html#minimumsoftwarerequirements

P.S. We've tested engine on the MacBook Pro with Intel HD 3000 chipset and it is totally incapable of handling the engine (around 3fps in viewport). Many of the built-in graphic cards lacks instructions, external pixel and vertex buffers, etc. so I think that could be the thing.

Cheers

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answered Jan 14 '15 at 11:35 AM

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RomanL
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avatar image Ben Halliday STAFF Jan 14 '15 at 06:52 PM

Hi Trekopep,

We have some machines here that we can test on. I could use some more information, though. Go to the Apple Menu > About This Mac, and copy/paste all the information there (including the OS version, minus the serial number). Then, open the System Report and under Graphics/Displays, see if there are more than one graphics cards listed. Thanks!

avatar image Trekopep Jan 14 '15 at 11:45 PM

Ben,

OS X

Version 10.9.4

Build 13E28

Processor 2.9 GHz Intel Core i7

Memory 8 GB 1600 MHz DDR3

Startup Disk Macintosh HD

The Graphics/Display information is in the picture posted above. There appears to only be one graphics card.

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