Poseable Mesh shading differs in Standalone Preview and Packaged Build

I have a weird error when packaging my Project.

I am developing a tool where the user can adjust the size and configuration of his Garage.
Everything is working OK in editor and all preview modes, including standalone Preview.
Once I package the Project, the Garage mesh is somehow shading totally broken and I have no idea where to look for a solution.

I am using a poseable mesh component for the building!

Any Help would be greatly appreciated!!

-Alex

Hello SplineO,

Thank you for posting this issue.

I have a couple of questions to help clarify how you are adjusting the size and configuration of the garage.

From the first picture I see some banding and artifacts on the garage itself. This could be due to the lightmap resolution on the garage itself. By default, inside the garage detail panel, the lightmap resolution is set to 64. You may try increasing this to 256 or 512.

What are the lights set to inside of your scene. If your garage is dynamic when adjusting sizes and moving the object itself, if you have baked your lightmaps then the calculation of light on the garage will change. For this we recommend using dynamic lighting. This will allow real time calculations of your lighting to occur and eliminate artifacts due to lightmap calculations.

Let me know if changing the lightmap resolution and/or if changing your lights to dynamic solve this problem.

Thank you,

Hello SpineO,

I haven’t heard from you yet. I was wondering if you were still experiencing this issue? Also have you had a chance to look into the previous post?

Thanks,

Hi ,

thanks for your help. The Garage is no static mesh. It is a skeletal mesh which is created at runtime via Blueprint. I need to independently adjust height, width of the Gate and the width of the walls next to the gate. So I have importet a simple skinned mesh.

So there is no lightmap on the garage. I have set a HUGE Box for the meshes Physicy actor which helped a bit, but sometimes the shadows are still cut off!

Changing the lights to dynamic helpf most of my problems, except for the shadow which is too short, and the fact that I have quite a populated scene I want to use Lightmass on - only the garage is really dynamic.

Hope that helps!

Thanks for helping out! :wink:

So, when you add dynamic to your scene some residual information could be left over from your lighting builds. What you can do is go to your world settings. Under lightmaass section there is a roll out tab that looks like a down arrow key. Under there there is an option to Force No Precomputed lighting. This will force the engine to not allow for static lighting.
Next you can go to your project setting and under the rendering section search for allow static lighting. Turn this off. This will ask for you to restart your project. Save and then restart your project. This should eliminate all static lighting and shadows in your scene.

I believe this should eliminate your shadows as much as possible. Having a lightmap with increased resolution should also help with the shadows and artifacts as well.

Hi !

Thanks! Lighting problems went away! I still have a problem where my PIE and my Packaged Versions are totally different, but I’ll open up another thread for it!

Thanks!