Strange Foliage Glow Issue
I've been working on an large scale world for my survival game Atajrubah. I've been using it thus far with no issue. The result it produces when it works well speaks for itself.
Lately though I've come across a strange bug when painting foliage meshes onto my landscape .I'm using only dynamic lights and rebuilding the lighting seems to help but breaks soon after navigating to a new area.
I've got quite a lot of foliage geometry painted but I also have LOD and Culling setup. I'm using 4.1.1 built from source , any help that can be offered would be greatly appreciated.
Does the artifact go away when you set the 'r.Cache.LightingCacheDimension' console variable to 128? There's a bug with many (>1728) movable components right now that will cause this. Instanced foliage currently does not support lightmaps correctly which are used when the components have static mobility, so both routes are a bit broken.
answered May 28 '14 at 02:46 AM
in the editor
drop down -- Show -- Lighting features ---- indirect lighting cache --- tick OFF..
answered Oct 07 '14 at 04:51 AM
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