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Precomputed visiblity only stuck at 99.88%

Precomputed visiblity only stuck at 99.88% Any idea why? It had built correctly previously last week.. no changes to the map other then a change brightness in a material. Maybe some max distance culling values added to some particles and a few static meshes. No new static meshes.. only a few of the current ones changed distance cull amount .... Maybe moved some lights to different levels in the level streaming setup...Lighting builds on the map alone just fine. Little confused by this...

blue bars still moving... and i have 3 comps working on it.. only 2 of them have bars.. both using 2 blue bars .. but they are all moving..

This whole lighting build process is going to be the down fall of unreal... no bull.. im starting to consider finishing off my prototype on unreal nad building the full final paid for game on crytek or something... So much wasted time...

Product Version: UE 4.11
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asked Apr 11 '16 at 12:17 PM in Bug Reports

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kurylo3d
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avatar image kurylo3d Apr 10 '16 at 10:30 PM

*update... after canceling it after like 6-8 hours of doing precomputed visibility with it stuck at 99.88%.... i restarted it from scratch and it worked fine and reached 100%.... Wasting a lot of hours every time i run into this. You guys at epic should definently look into this.

avatar image kurylo3d Apr 14 '16 at 08:43 PM

I just tried it again and its still hapenning..It has happened again. Randomly? I don't know. Stuck at 99.88% when doing precomputed visibility only.

avatar image kurylo3d Apr 15 '16 at 06:30 AM

Now i got this bug happening every time it seems.. it working 1 time was a fluke i guess.. Nothing changed in the map other hten me turning 4 static lights into stationary lights.... 4.11 seems great if it worked...

My level design is set up in 3 phases. It utlizes the level streaming stuff.. First phase is bake lights for low res proximity models for sections of the level. 2nd phase is bake lights for normal versions of the level... Third phase is precompute visibility for everything at the same time(which doesn't technically work right anyway since there is no way to ignore the proximity meshes in precomputed visibility.)

Build lights and precomputed visibility for phase 1 and 2 works fine, but building precomputed visibility only for everything at the same time does not work.(proximity meshes and regular versions of the level) It gets stuck at 99.88%!!! I see no answer or indication of an answer.. its just 1 blue bar ticking away in swarm agent from one of the 3 computers.

avatar image AndrewHurley Apr 15 '16 at 06:08 PM

Hey kurylo3d,

This seems like a project specific issue so I am going to need some steps to either reproduce this in a blank project, or a test project in which the issue occurs.

You seem to have an organized and linear workflow, and from my understanding, precomputed visibility volumes are used for optimizing content on mobile platforms. Are you developing for the mobile platform as well?

Thank you,

Andrew Hurley

avatar image kurylo3d Apr 25 '16 at 02:05 PM

Hey andrew. I replied again to this post.. below... problem still happening. Would appreciate any insite based on my latest comment. Thanks.

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answered Apr 26 '16 at 05:15 PM

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kurylo3d
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avatar image AndrewHurley Apr 26 '16 at 05:21 PM

If you believe that to be the case, there is no need for us to troubleshoot two very similar issues on a separate thread. We can continue our investigation and discussion on that post if necessary.

Thank you,

Andrew Hurley

avatar image kurylo3d Apr 15 '16 at 06:30 PM

No not on mobile platform. My platform is for VR which i need to hit 90fps. What i had done is a level streaming approach where each building is its own level and each level /building has 2 versions of it... 1 for up close.. and another version of the level for far away. My attempt at getting better performance and less drawcalls. The goal is to have 1 version of hte level disappear per distance and the other appear at that same distnace. Easier said then done with unreal currently. I end up having to input distance settings for every single object in the scene to make the mdisappear manually. I am thinking im going to have to use precomputed visiblity ovverride since theres no way to have the far objects ignore precomputed visibility as it stands with the engine currently. That beign said the issue was not being able to build completely for precomputed visiblity only.

And that beign said I found the thing that was causing it last night. There was another level that never had lighting built. It was a level i seperated out just for rain effects and decals. Regaurdless it was never built for lighting like the rest of the levels, but it was added to the precomputed visibility build... which i guess it didnt like. When i removed that level from the loaded list of levels... the precomputed visibility only build worked fine.

avatar image kurylo3d Apr 25 '16 at 01:53 PM

Ok apparently.. its still happening.. not sure whats going on... This time with a random build all.. If any of you unreal engine developers are out there... im almost done with my prototype to look for funding, but this is hurting me.... a lot..!!!!!!!!! This engine is getting to be the most unstable experience ive ever had in an engine.. not to sound angry, just to sort of try to nudge in some constructive criticism.. help! please. I am not sure im going to be able to continue with unreal engine after i secure funding if i keep running into brick walls like this in development.. This engine has some awesome tools, but darn its just broken in like 20 different ways for me at least.. I mean no one likes to wait 8 hours to see it stuck at 99.98 percent. Thats just stupid.

avatar image AndrewHurley Apr 26 '16 at 04:30 PM

So unless I can get this issue to occur on my end, then there is nothing to report in regards to it being an engine related bug. If you can provide me with some repro steps or an example project where this issue occurs, I can continue to assist you.

It is unfortunate you are hitting this issue towards the end of your prototype, but developers hit walls like this throughout the development process from time to time. I would use this opportunity to re-evaluate how you are incorporating level streaming. There are ways to control level streaming through not only Level Streaming Volumes, but also Level Blueprints. I do see that you are attempting to optimize by essentially creating a low poly version of your level so it does not cause any performance issues when not the major focus, but make sure you even need to see that level or if there are other ways to go about doing this.

Thank you,

Andrew Hurley

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