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"

Engine mesh turns black in some locations

Hello. I am doing a level based game that is located in a room that will have different challenges in it depending on the level. Therefore I have a master level with that contains the walls, player start and light and streams in the sub levels. However in certain places my mesh (currently only using the cube mesh that comes with the engine) turns black or really really dark, the cube is set to stationary. I always rebuild lighting when I change something and for testing only use 1 point light. I also have a default post-process volume(unbound), reflection sphere and a light mass importance volume. I do not think it has something with the level streaming but said it as I am not sure.

Edit: Here are some pictures, when the cube is over 700z it gets dark: alt text

But if I bring it down a snap to 700 or less it is good: alt text

It is like the lighting thinks that my roof and floor are 300 off (my roof is at 1000 and my floor is 0) because it gets dark at 700 and under -300: alt text

Product Version: UE 4.13
shadowmessedup.png (189.6 kB)
shadowcorrect.png (175.9 kB)
downunder.png (177.2 kB)
more ▼

asked Sep 27 '16 at 02:41 PM in Rendering

avatar image

Dennis Von Hedberg
11 4 8 10

avatar image Speckulous Sep 28 '16 at 10:35 AM

Did you try to add a lightmass importance Volume in your room and build the light again in high oder medium?

avatar image Dennis Von Hedberg Sep 28 '16 at 10:43 AM

Yes I have a lightmass importance volume around the whole room

avatar image Tim Hobson ♦♦ STAFF Sep 28 '16 at 01:25 PM

If you're using lightmass for movable actors in a statically lit environment you should use your Volume Lighting Samples to help debug the issue you're running into. This looks like when you move out of any placed volume light samples (indirect lighting cache).

To quickly visualize these go to Show > Visualize > Volume Lighting Samples from the viewport.

For more information read about them in the documentation here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/IndirectLightingCache/

avatar image Dennis Von Hedberg Sep 28 '16 at 01:46 PM

I placed an LightmassCharacterIndirectDetailVolumes over my room and it got better. Now its not flicking to black as it did before, however there is still some places that has darker meshes when I rebuild the light even tho the room is lit up with 8 identical stationary, even spread, not overlapping point lights. alt text

room.png (630.0 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
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