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How May I optimize Floor, Wall, Light Materials for rendering?

I know this may been covered many time over, but I am having a HUGE issue with rendering my project. Unfortunately, I feel my project may be way to big or some thing to render it. I have not figured how any one can add millions of items in there project and have little to no problems. Here is my problem. Every time I try to render the project or just the lighting, it keeps failing and giving me an error report that apparently tells me EVERY single WALL, FLOOR and LIGHT (Candle and cauldron, etc) materials have an error of one kind or another. Approx over 22k to be honest with you. So Far I am unable to add any vegetation to the project for I get the same issue with every plant or tree I put down. How may I fix these problems? Thanks for your time and help in advance.

Product Version: UE 4.11
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asked Apr 03 '16 at 04:59 AM in Rendering

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tech1187
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2 answers: sort voted first

what kind of errors are we talking about?

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answered Apr 03 '16 at 10:42 AM

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Luos
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avatar image tech1187 Apr 03 '16 at 02:52 PM

Thank you Luos for the response. Silly me, I forgot to add them here did I. Here are some screenshots of them for you. With the ones that say Externally referenced, I have no idea why it is there for every thing comes from the Engine as default. Very few I had imported to the Game Engine to my project so I may use them. These being installed via the Library. Any tips or suggestions be grateful. Thanks again!

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No clue about the landscape, are you sure the lightmap uv's for these meshes are set up properly?

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answered Apr 03 '16 at 09:02 PM

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Luos
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avatar image tech1187 Apr 04 '16 at 01:26 AM

Thank you again for responding. :D Honestly, I have no clue if the UVs are set correctly, for I have no idea just yet on how to go about doing that. I am still rather new with Unreal Engine 4, so I am still learning it. Sure seems to be quite confusing and very complicated with many things. Needing to make a blueprint for every door you put in the project? This seems quite extreme to me. Why not being able to make one Blueprint for any door and every door be better than making dozens of them for one location. For example, my project is a Huge Castle with many, many rooms. I say about 80 possibly more when it is finished. See what I am saying now on the blueprint? Any how, I will see what I can find on YouTube on the UVs for my issue here. Thanks again.

avatar image Luos Apr 04 '16 at 10:06 AM

For lightmaps you might want to check: https://www.youtube.com/watch?v=joKnmShAdJE

As for the doors, as long as you arent using the level blueprint, you can copy/paste the door blueprint everywhere. If you set it up correctly you can even change movement speed/type of door/color of door and more.

Blueprints are used to speed up the process, not to slow it down. Not sure what made you think you would need to recreate the blueprint over and over.

I do suggest you start at the basics, and follow simple tutorials to get started.

avatar image tech1187 Apr 13 '16 at 05:05 AM

Lous, thank you for the response. Sorry about being late to respond back. I had seen this video you posted and was interesting to see. I did happen to clear the cache in the swarm Agent and this seemed to help a lot too. I did try the Blueprint in the video above, and as always, still not able to get the door to work good. Seems that only the Cinematic doors seem to work but unable to copy and paste them to work correctly. The doors seem to fly back the the first spot where the door was first created at. The blue print above I seem to have the doors spin in a circle like a top about 20 times before coming to a stop with one door open the other closed. Any idea how to fix this?

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