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Why does my cubemap result in what looks like bad texture coordinates?

Hey,

I wanted to report my post located here https://answers.unrealengine.com/questions/67179/broken-cubemap-in-42.html as a bug report.

Everything I have tried hasn't seemed to work and I wondered if it could be examined further by someone on the rendering team?

I can post screens of what the cubemap turns out like on my phone if that would help, also since the problem only happens when I deploy to my device, perhaps there is a hardware problem so the device is the Samsung Galaxy S4.

Please can I get some help with this! It's pretty nasty!

Thanks in advance,

Maddius

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asked Jul 31 '14 at 09:58 PM in Bug Reports

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Maddius
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avatar image Lovecraft_K ♦♦ STAFF Aug 07 '14 at 07:14 PM

Hey Maddius -

I've been looking into this issue and want to try to reproduce your exact setup. Would you be willing to share your Cubemap Texture with us so we can test the setup on deployment?

Also and perhaps more importantly can you give me the model number of your Samsung Galaxy S4 and the Android version number currently installed?

Thank You

Eric Ketchum

avatar image Maddius Aug 07 '14 at 10:41 PM

Model: GT-l9505 Android: 4.4.2 Kernel version: 3.4.0-1854187 Assets: Here

avatar image Maddius Aug 07 '14 at 10:42 PM

Thanks for looking into this by the way, Hopefully you have some luck with the repro, if not please don't hesitate to nudge me for more information, once again, much appreciated.

Thanks

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Hey Maddius -

I have tested you assets using a blank game project and deploying to your model phone without any problems with the material setup. Here is how I setup matSpace Material:

alt text

I also deployed to ETC1. Can you check this information against what you are doing and let me know if it does not work for you and if at all possible a screenshot of the error when its deployed.

Thank You

Eric Ketchum

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answered Aug 08 '14 at 03:35 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Maddius Aug 08 '14 at 03:55 PM

Hey Eric,

Thanks for checking it out so the texture appears correctly for you when running it on the phone?

It seems like you have set up the material a little differently so I will give your approach a go to see if this is the cause.

How did you set up the customised UVs to take a 3 dimensional vector? I was having trouble trying that suggested fix in my previous post.

Perhaps I missed something.

Thanks

avatar image Lovecraft_K ♦♦ STAFF Aug 08 '14 at 04:03 PM

Hey Maddius -

The Customized UV0 will take the 3 Vector but it cannot pass the values into the Texture Sample in the SM5 shader model which is why I have it branched and connected to both elements so it will work in both Shader models.

Let me know -

Eric Ketchum

avatar image Maddius Aug 09 '14 at 10:09 AM

Hey,

Gave the material changes a go but still no luck, i've tried deleting all cached data I can find on the device but still not had any luck.

I've attached screen shots of what it looks like on my device + what it looks like on my PC.alt text

alt text

android.jpg (153.6 kB)
pc.jpg (230.7 kB)
avatar image Lovecraft_K ♦♦ STAFF Aug 11 '14 at 01:02 PM

Hey Maddius -

Wow, yeah I am not getting results anywhere near that. What method are you packaging your Android game to, are you using ATC, ETC1, ETC2, or PVRTC? If you have not been, try packaging and deploying with ETC1

Let me know -

Eric Ketchum

avatar image Maddius Aug 12 '14 at 12:02 AM

I've tried various types of textures formats ETC1 included, are there any cached data locations I could try clearing out?

I tried a new project with the same assets and the issue persists so it seems to be effecting my whole installation not just one project.

avatar image Lovecraft_K ♦♦ STAFF Aug 12 '14 at 02:04 PM

There is no CPU cache that is created, but have you been deleting the app from the phone before you try to deploy? or have you been packaging the full game and deploying from the bat file each time?

Thank You

Eric Ketchum

avatar image Maddius Aug 12 '14 at 02:25 PM

I always uninstall before installing again, I also try to delete any data I can relating to the application.

I used a mixture of Launch from the editor as well as packaging and installing via the bat file.

One thing I wondered if that I am on 4.3.1 and I have only installed the required zips on the 4.3.1 page not any of the previous required zips, is it possible that I am missing something because of that? I would have thought the latest required zips would be all inclusive but perhaps not?

What engine version are you using? Bear in mind this used to work fine for me in 4.1.

Thanks

avatar image Lovecraft_K ♦♦ STAFF Aug 12 '14 at 02:56 PM

Hey Maddius -

I have tired on the Launcher version of 4.3.1 and 4.4 preview and the Compiled version of 4.3.0. All work the same for me. You should only need to get the Required 1 of 2 and 2 of 2 zip files for the version you are downloading as you are correct they are inclusive of everything before and specific to the version of the source code you are downloading. So, 4.3.0 and 4.2.1 both have different and unique Required Files but they included the same content (barring new content added in 4.3.0).

Eric Ketchum

avatar image Maddius Aug 12 '14 at 03:08 PM

Hmm, sounds like everything is set up correctly then.

Unless there are any steps you took that you can think of that I may have done differently?

Not sure where to go with this one! Will keep trying...

avatar image Lovecraft_K ♦♦ STAFF Aug 12 '14 at 03:14 PM

Hey Maddius -

I haven't given up just yet I am still trying to see if I can reproduce this issue here as well.

Eric

avatar image Maddius Aug 12 '14 at 03:28 PM

Thanks, I appreciate you looking into this, I will keep trying things as well.

avatar image Maddius Aug 13 '14 at 04:16 PM

If it would help I can provide any data from my build if you like? I can built a deployable package and pass it over etc.

Just let me know.

avatar image Lovecraft_K ♦♦ STAFF Aug 13 '14 at 04:20 PM

Hey Maddius -

Is there anyway that you can share your project with us? If you would like to keep it private just let me know and I will setup something.

Thank You

Eric Ketchum

avatar image Maddius Aug 13 '14 at 04:25 PM

I certainly can, private would be good. I can zip up the project and send it to you guys if there's a private endpoint available.

Cheers.

avatar image Lovecraft_K ♦♦ STAFF Aug 13 '14 at 05:11 PM

Hey Maddius -

Check your Private Messages in the Unreal Engine Forums.

Thank You

Eric Ketchum

avatar image Maddius Aug 14 '14 at 10:27 PM

Hey Eric,

I seem to have made a break through in what is different between the setups and that is scaling. If i scale the skybox mesh by say 1000 in each axis you should see what I am seeing, I tried scaling on the instance and also scaling in the mesh editor and saw the same effect, only on mobile when deployed to my phone.

It sounds like a bug perhaps related the wrapping around of variables within a shader or some CPU code, either way it sounds like something that should be checked out as it results in inconsistent behavior.

Thanks again for sticking through on this, if you could let me know if anything happens further that would be great as I'd love to know.

Thanks

avatar image Lovecraft_K ♦♦ STAFF Aug 15 '14 at 05:50 PM

Hey Maddius -

The scaling factor was the issue increasing that caused the same error that you are seeing. You can get the texture to work on mobile as you wish if you take just the Absolute World Position node and plug it into the Cubemap's UV and Customized UV 0 input.

Thank You

Eric Ketchum

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