Textures randomly popping from low to high res

The textures in my level keep randomly popping from low to high res, or flattening to normal map. I thought it may be something to do with texture streaming, however I can’t seem to fix it with any texture streaming options.
It has nothing to do with the distance to the object, as texture streaming does, and it happens also when completely still.

Visual of what’s happening, better explaining than my words.

Hi RhodeKyll -

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Thank you.

Eric Ketchum

Hey RhodeKyll,

What appears to be happening is the popping from LOD to another.

There are a few things I would like to know from you about your material and mesh.

1.) Are you using multiple levels of LOD’s ?
2.) What type of material are you using ? Any settings you have switched on or off regarding this material?
3.) In the main view port under Settings > Material Quality Level is it set to Low or HIgh?
4.) Under the same drop down under Settings > Engine Scalability Settings, what are those settings?

Please let me know some of these settings and I can narrow down where the problem is occurring.

Thanks,

Hey,

There are no additional LODs.

It’s happening on all materials; Landscape, simple albedo/normal/roughness/metalness maps, translucent materials, masked etc…

The issue persisted through both low and high MQLs

All settings at Epic, and the issue persisted through all combinations of settings.

I have copied the majority of assets over to a new project, and the issue has not arisen yet. Maybe a corruption in a save / project file?

Thanks,

Hey RhodeKyll,

Interesting. My original thoughts were of an LOD issue. However, if you have imported into a new project then perhaps, as you mentioned, the problem is within the project file itself.

Keep me posted if this issue re occurs.

Hi!
We are having the same issue.
It started after update to 4.8.
It was temporarily resolved by switching off texture streaming.
We also have the same problem (popping between mimaps) for lightmaps.

Hey RhodeKyll,

If you would post a screenshot of your material set up of your brick wall. As well as the texture samples of what you are using for your bricks.

There are a few possibilities that I have narrowed it down to.

1.) The streaming is set to never stream and the engine is trying to calculate them.
2.) The normal Texture sample inside of it’s properties is not set to Normal
3.) Other issue that if these are not it I can explore.

Thanks,

Hey RhodeKyll,

If you would post a screenshot of your material set up of your brick wall. As well as the texture samples of what you are using for your bricks.

There are a few possibilities that I have narrowed it down to.

1.) The streaming is set to never stream and the engine is trying to calculate them.
2.) The normal Texture sample inside of it’s properties is not set to Normal
3.) Other issue that if these are not it I can explore.

Thanks,

I had this issue at one time, but when I would set my model to large props it would fix the issue.

Hey,

It was happening with all materials, most of which had completely default settings; however all issues have stopped in the new project with the same assets and materials.

This same exact issue just started happening to me - it makes development very difficult because the low LOD makes it very difficult to see what you are doing, like trying to draw a picture with shot glasses over your eyes.

After some struggling with it, attempting to create brand new projects and copy assets, which was cumbersome and difficult, causing ‘externally referenced’ warnings, as well as converting the project to 4.10 (currently 4.9.2) which caused massive frame rate drops, and still the problem persisted, I found that by deleting and rebuilding the Derived Data Cache, the issue seems to have gone away, for the time being at least.

So in creating the new project, by default you are re-creating the DDC. I’d like to know if a dinked up DDC could potentially cause an issue like this, or should I continue to try to reproduce and work through it?

Hey devlyn811,

So the DDC can be corrupted and the only sure way to fix it are to do exactly what you did, and delete it. Whenever you create a new project, a new and local DDC file is created which holds information like your compiled shaders for the project. I have had this happen to me on a personal project, and the best way to resolve the issue, is to simply delete the folder/file.