[4.13] BSP material bugs

Constantly getting this issue now in 4.13 and its made it unusable for me :’(

When built a level is fine. If i then move some things, work on some things, the level will randomly loose materials (random sections of geometry show up as the default grid mat)

Really annoying, is this a known bug?

Hello gozu,

There is nothing within out database for this particular issue. For us to be able to enter the bug, I am going to need some steps to follow in order to reproduce this in a new blank project on my end.

Screenshots and a detailed explanation along with your steps is usually the best route when submitting a bug report as it provides me with all the necessary information to reproduce the issue.

Let me know if you have further questions.

Thanks,

Im almost 100% certain that this is related, i can reproduce this in 4.13 stable, or 4.13 compiled from source.

Start new project
make blank project
create geometry, 200x200x10 (high)
select geo, copy and past it 5? or so times, stack each piece directly on top of each other, then click build

now try to select an idividual piece.

it wont, it selects the whole thing like it is 1 brush, like so:

Now, you cannot apply a mat to each individual piece like you should be able to (this worked until 4.13 :wink:

I really hope this helps. Its making Brushes unusable.

A little bit more to this, to make it go correct you have to move one of the brushes after building (breaking the “build”)

But then you build it and it happens again.

Example of why its a problem:
I have say, 5 blocks stacked,
each with a differnt mat
works fine, then once i build, i can no longer set separate mat’s on each block or adjust the position of the mats as it thinks the section is one big face…

Hey gozu,

Thanks for the clear and precise repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the issue following the link below on our new Public Issues Tracker.

UE-35999

Once the issue has been addressed by our engineers, the fix will be added to the release notes for fixed issues within an upcoming full engine or hotfix release.

Let me know if you have further questions or need additional assistance.

Cheers,

Hello, is UE-35999 somehow related to the originally described issue above that when placing / copying a BSP, then several BSP surfaces lose their material? I have this issue in my new 4.13 project so whenever I copy (Alt+drag) or insert a BSP, then several (I think always the same) BSP surfaces lose their material.
Anyway, going from 4.12.5 to 4.13 created a load of BSP issues - not necessary new ones but their impact is heavier (e.g., BSP Order).

I personally think this is.
But only Epic could answer that.
Anyway, that has to be the most frustrating bug i’ve seen in ages.

And yes it seems to be to do with the “order”

I also really think this is WAY to important to be left until 4.14, it makes BSP’s practically unusable in 4.13…

Remember, you can use the World Outliner to select specific brushes as well, and this issue is only occurring when the brushes are stacked on top of one another.

If you are using BSP’s to block out your level, then that is a good time to establish a naming convention for your brush meshes, like Walls, Floors, etc. This will make it easier to workaround this issue until it is addressed and fixed.

Once you have your brushes in place and their general shape and form are established, you can actually convert them to static meshes with materials applied for a more permanent placeholder object. If you are doing a lot of prototyping and alpha creation with BSP’s then building your scene lighting is not as important as getting the scale and placement in the right.

Well, I got another BSP related bug today, which is beyond frustrating. Basically, my project is at a point where if I click Build All, Build geometry or build light, then almost all BSPs either disappear (ca. 90 % of them) or are incomplete. And so far I was not able to go around it. The only way seems to give up ALL BSPs and replace them with static meshes.

I googled it and this bug was around many ue4 releases ago but I did not find any actual solution (except deleting all brushes). It seems that 4.13 makes many BSP related issues much more likely to appear than in 4.12 (this is 3rd major issue I had with this single project) but I cannot convert to 4.12 so it is hard to judge.

Hi. What do you exactly mean by “stacked” BSPs. In my case I have a usual building/apartment scenery where BSPs are used for walls, floor, ceiling and some additional details such as doors or frames. So in order to avoid wall gaps, yes, BSPs are touching but they are not really stacked on each other. A wall is typically touching a floor, ceiling and adjacent wall(s)… and I still have the “losing material” issue.

Anyway, as I have just described in a comment above I am currently fighting with another BSP issue - when building geometry or lights, most of BSPs become invisible. It might be some kind of Order issue but so far I have no clue how to fix it. The only apparent solution seems to be to replace/remove all BSPs (50-100 pieces).

I am saving all maps with these issues (with this project 3 BSP issues) and so far they reappear when I load these maps so if you need a feedback in future, please let me know…

If you have a different BSP issue that is unrelated to the report made and provided, we ask that you create a new AnsweHub post for tracking purposes.

What do you exactly mean by “stacked” BSPs

In this particular report for the repro steps the user provided an example of additive box brushes duplicated and stacked on one another. This made it so the multiple brushes acted as one single face after building the geometry and lighting.

Thank you,

This seems to happen to any BSP geometry that are directly touching and share similar dimensions, as I’m having the same issue when attempting to use separate BSP brushes to use different materials; once I build the level, the brushes seem to all merge, and I cannot select single brushes within the mass until the “selection” is moved. In this example, all BSP geometry has the same height and width, 100 units, but varying length, yet they all still merge once the map is built:

Once the mass is moved, they all revert to being separate geometry pieces, but the problem will return once the map is built again, so I am stuck with either having unbuilt lighting, or corrupted geometry causing texturing issues.

This has been reported and will be fixed once the engineers address the issue. You can vote on the issue and track it by following the link I provided in my answer.

Thank you,

Fixed via UE-35482 i see.

Thank you.