Hello,
I upgraded to 4.13 today. Everything is working fine except:
I have a level with four (4) very specifically shaped post process volumes that turn the color of the level from black and white to color when the player is inside. In 4.12 I made them boxes and then edited the geometry to follow some winding paths. ‘Enabled’ is unchecked and I check it to true in blueprints.
1 of the 4 still works fine.
The other three…when I go inside the volumes and check “enabled” myself…nothing changes and the level is still B&W.
Any idea what could have happened? A lot was upgraded so maybe I’m missing something?
While messing around more…this seems to have something to do with the geometry. When I make a new pp volume and enable it, it works fine as just a cube. When I start editing the geo just a little bit the volume stops working. if I click unbound, the volume works.
I tried this in a blank project and was not able to repeat. So strange…
Any ideas?
Thanks for your help. Here is a link to a screenshot:
https://dl.dropboxusercontent.com/u/7072449/pp_prob.jpg
As you can see the priority of that volume I’m inside is set to 5…screen color is set to pink but it’s still B&W. The main, unbound volume I set to -1 and 0 and 1 and still no difference. Even if I delete the main pp volume the others still don’t work (but one is always working). When I unbound the one I’m inside there, the scene turns pink.
As I said above, I’m not able to repeat this problem in a blank project. So it must be something in this project I guess…I’m totally stumped.
Also - here’s a clearer image of the scene in color. The volume on the left works…the volume on the right does not. Their geo seems equally crazy and triangulated. They are both set to high priority levels…I’ve tried a few different numbers. One, when I go inside, stuff changes. The one on the right, no reaction.
Hey jeremycouillard,
Can you provide me with some screenshots so I can visualize your set up?
Can you reproduce this issue you are experiencing in a blank project using simply primitives and post process volumes?
I would make sure you have set the appropriate priority on your post process volumes as they could be getting nullified or overridden by the unbound volume.
Let me know if you have further questions or need additional assistance.
Cheers,
Before following the steps below, make a copy of your project first.
Try deleting your DDC folder within your Unreal Project directory. This will cause your project to rebuild the shaders, but perhaps there is some corruption within the DDC folder.
You can also try deleting your Saved and Intermediate folders. These folders can also hold old references or corrupted files.
Let me know if you have further questions or need assistance.
Cheers,
OK! I was able to reproduce in a blank project!
So what’s happening is - as soon as the pp volume mesh triangulates during editing the whole thing stops working. Could you see if you can reproduce on your end? If not I can send you the blank project files.
Triangulating a post process volume is not the typical or suggested workflow. Is there a reason you cannot use the simple box and just more accurately encompass the area using the wireframe bounding box?
You mention winding and curving levels, but as long as the brush encompasses the playable area, the accuracy is not as important.
Let me know if you have further questions.
Cheers,
I understand that but it’s strange now in this update they are much more finicky. I’m redoing them now and even if I just take a face and move it slightly the whole thing stops working. If I undo that move, it doesn’t go back to working. Seems like a bit of a bug that is making the PP volumes very delicately working.
so trying to make these volumes now is a huge pain. one little slip up and you have to start all over. all i’m doing is grabbing faces and extruding them. usually it’ll be okay and then all of a sudden the whole volume stops working and I’m unable to ctrl+z.
Here is what my log says:
LogGeometryMode:Warning: Unable to find 1 Poly(s) in new BSP
LogGeometryMode:Warning: Unable to resolve PostProcessVolume_9 Brush in new BSP, see above
LogGeometryMode:Warning: Unable to find all previously selected geometry data, resetting selection
thanks so much for all the quick replies!
here is a screen shot:
https://dl.dropboxusercontent.com/u/7072449/pp_2.jpg
I am using geometry mode to edit the volumes…if this isn’t a recommended workflow why even make it an option?
So I guess I could use a bunch of different volumes and piece them together…but I’m enabling these through blueprints and it’s much easier to have a reference to just one volume rather than 10. That seems pretty inefficient.
I’ve been trying to make that one in the screenshot for the past hour…it’s so frustrating. I get to a certain point and it just shuts off and I get that warning ( LogGeometryMode:Warning: Unable to find 1 Poly(s) in new BSP LogGeometryMode:Warning: Unable to resolve PostProcessVolume_9 Brush in new BSP, see above LogGeometryMode:Warning: Unable to find all previously selected geometry data, resetting selection) and I have to start all over. I can’t finish it!
Are you modifying the Post Process Volumes using the geometry mode tool?
This is the part I was mentioning is not the typical workflow. You want to use the default size controls to place the bounds around your level. Could you provide me with some screenshots and steps so I can see what you are doing on my end?
Thanks,
Is there a reason you are not setting the Post Process Volume to simply encompass the entire area, like the below image.
You are giving yourself more work by creating a custom wireframe for the post process volume. Generally you have a global (unbound) post process volume and then use a bounding volume to modify the areas in which you need a different set of effects.
Thanks,
H
Yes…the reason is that I am guiding the player around the level based on when it is in color. When the level turns B&W they are going the wrong way. So I only want them to take that specific path. If I used one big volume like that they would get lost in the level.
Also there are four different paths that get switched on at different times leading the player around. It’s essential to the level that I can use these volume shapes.
I tried to reproduce this in a blank project and have not been able to get the issue you are reporting to occur. At this point I would need your test project in order to reproduce and enter the bug report.
On a different note, you should be able to still adjust the post process volume around the area you wish to be affected. You can then use the Blend Radius value to fade the effect away from the wireframe bounds.
Thanks,
I was able to reproduce this on my studio computer but now here at home I’m not. But the project with the edited volumes still didn’t work here at home. Very strange. Well…I have it working now I just made multiple volumes and connected them together and deleted the old ones. A little inefficient but it’s working. I guess this can be closed. Must be something on my end. Thanks for all the help.