x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

World Composition in Standalone Mode problem

I've got a group of levels pulled together using the World Composition tool that works as expected when I play in the editor. Second sub level streams in lowest lod when I expect it to and then swaps to the high lod when I expect it to. When I run a standalone version all seems to stream in ok (from a code perspective, levels are found etc.) but the second level is never visible. Is there something I'm missing in the process? Are there any obvious places to check code wise as to what might be happening.

Thanks.

Product Version: UE 4.10
Tags:
more ▼

asked Feb 17 '16 at 05:05 PM in Using UE4

avatar image

RobMagnus1971
1 1 4 4

avatar image RobMagnus1971 Feb 17 '16 at 05:32 PM

Actually, looks like it is rendering/streaming and it's just lost the tile translation (i've moved the tile in the world composition tool so both tiles are authored at the origin but offset in the tool and that seems to work fine when using PIE). Is this a limitation? do the tiles need to be authored where they will appear in the final map?

avatar image RobMagnus1971 Feb 18 '16 at 11:00 AM

It would appear that reading the cooked package for the level that the Position for the tile is different (0,0) than when using the editor package ( checking the FWorldTileInfo after the read in UWorldComposition::Rescan() ). I'm using the cook on the fly option...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

It appears that this is caused by having the 'World Composition Enabled' in the sub levels. Once I unticked that box for the non-persistent levels all was good. Not sure why it worked ok in the editor though,

more ▼

answered Feb 25 '16 at 04:54 PM

avatar image

RobMagnus1971
1 1 4 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

It appears that this is caused by having the 'World Composition Enabled' in the sub levels. Once I unticked that box for the non-persistent levels all was good. Not sure why it worked ok in the editor though,

more ▼

answered Feb 25 '16 at 04:54 PM

avatar image

RobMagnus1971
1 1 4 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question