Precomputed visibility not working in specific levels

Hi there,

I built two levels and I’m trying to use Precomputed Visibility in both of them. In one level, it works fine, and I can visualize the precomputed visibility data. In my other level, it doesn’t seem to do anything, and I can’t see any data that it generates. I have triple-checked to verify that both levels have the flag set to use Precomputed Visibility in the World Settings.

Here are a couple screenshots that show the case where I’m testing it. I have a very un-optimized character mesh that drags my framerate way down. In the first picture, you can see how I’ve just created a giant box room using a brush, and then put a wall that runs down the middle of the room that should create some visibility data. No visibility data is generated or visible, and you can see that my framerate is terrible even when looking at a totally flat wall with the 4 meshes behind it.

I looked through the documentation and can’t find any info about what other conditions are required for it to work, so I suspect this is a bug.

Hi JigglyToes -

Can you give me a rundown of your level breakdown, how you have your two levels setup (a screenshot of your world outliner with the Level drop down added would be most helpful)? Also, are your two levels underneath your persistent level or is it persistent and another level?

One thing I would check right away though would be do you you have a volume in each level?

Thank You

Eric Ketchum

Hi Eric,

Here are some screenshots that hopefully clarify things. In the first two, you can see a case where it works. I am showing it unlit, because it’s a very dark level. There’s a large box made of brushes that creates one large room, and there’s one wall that goes down the middle that I’m using to test precomputed visibility.

In the third and fourth pictures, you can see a large box that’s on a Landscape - it’s also hollow, like in the first one, also with a wall in the middle that I’m using to test precomputed visibility. But it does not generate precomputed vis data.

These are two completely separate levels. In both examples, there are precomputed visibility volumes - in the example that doesn’t work, you can see the wireframe of the volume. And I’ve verified in both examples that precomputed visibility is enabled in World Settings. I’m more than happy to send along the levels, if it’s possible to just send the .uasset files somehow with all of our other game functionality stripped out.

Hi JigglyToes -

When you built the example that worked did you use a hollow BSP or did you make a floor with walls? If you did use a hollow BSP can you tell me its dimensions and wall thickness?

Thank You

Eric Ketchum

Hi Eric,

Sorry for the delay - the working example had one solid brush and one second subtractive brush. The non-working example had one solid brush set to hollow. I just re-did the non-working example with two separate brushes, and it still does not generate any precomputed visibility data.

I attached some screenshots of the brushes with their dimensions. Looks like in the working example, I scaled the brush instead of typing in dimensions in the Brush settings, so I’m not sure exactly how much space that translates into between the two. I went to other example and tried scaling instead of setting dimensions in Brush Settings, and that didn’t seem to have any effect.

Hi JigglyToes -

I have been working on trying to reproduce the issue that you are experiencing and I only found two ways to do it, one was not having the Precomputed Visibility turned on in your world settings and the other was if your volume did not cut through the floor itself. I’ve included a test project here for you to take a look at, if you can open it and let me know if in Test Map and Test02 Map you are still seeing the Precomputed Volumes?

Thank You

Eric Ketchum

link text

Hi Eric,

I only found one map in the zip file. In the Test map, three of the rooms have precomputed visibility, and one of them doesn’t. The room with PrecomputedVisibilityVolume3 does not generate precomputed visibility info.

I quadruple-checked my map, and it does have the “Precompute Visibility” flag checked in World Settings. Also, the PrecomputedVisbilityVolume extends beyond the floor, walls and ceiling of the space I’m trying to test it in.

is there a way I can send you the map after I strip out everything that’s specific to my game?

Hi -

Absolutely you can upload the level to a dropbox or google drive and link it to me via the Private Messages in the UE Forums. If you are ok with the level being public and it is smaller than 5MB you can add it as an attachment here.

Thank You

Eric Ketchum

Hey Eric, happy to attach it here - I’m assuming that the material references will be broken, though. Let me know if there’s a better way to export a map from my project.link text

Hi Jiggly Toes -

You have set the Lights to use No Precomputed Static Lighting which is required for the Static Precomputed Visibility, If you change that setting (even if the Lights are set to Movable) the Visibility Cells will appear.

Thank You

Eric Ketchum