In this course from Epic Online Learning, we explore the Hillside sample project. Dive in and discover the scope and scene, discover how to customize existing assets to fit your needs, and learn how to use Hillside assets in other projects.
https://dev.epicgames.com/community/learning/courses/ZMz/unreal-engine-hillside-sample-project-unpacked
Hillside Sample Project really amazing. The idea, implementation, attention to detail, execution - all at the highest level!
When I “play” any level there is no lighting. Everything goes black. Therefore any stills from the project are also black. Is it a bug? I aslo get “Multiple directional lights are competing to be the single one used for forward shading, translicent, water or volumetric fog. Please adjust their ForwardShading Priority. As a fallback, the main direciotnal light will be selected based on overall brightness.” message.
Ok, I fixed that by deleting SunSky, Volumetric Clouds, Fog, and then adding it one more time. For some reason changing level from dropdown context menu duplicates BP_SunSky and it bugs.
try mannually load streaming level in level blueprint to get the light
Yes, The sample scene has no interaction at all. so no need to hit “play”
The reason it goes dark is because all lighting is only loaded through sequencer, either for animation or stills. The easy thing to do is to mark the default lighting level as “always loaded” instead of blueprint, you can chose from a bunch of predefined lighting conditions we saved there. If you are just exploring the scene in engine just hide and unhide the different levels.
And if you are trying to change the lighting just change the loaded lighting using the sequencer. All Sequences have a predefined lighting set up. if you want to adjust it you can change the level used in “Level Visibility” and or create your own based on the LV_Lighting_Default" level. Then drag and drop the SunSky component always located in the “Environment” folder into the sequencer to adjust as you want.
Regardless of what lighting level you chose, the components will always be in this folder for you to adjust.
Hope this helps. Thanks!
Hi there - I am using Hillside Sample as the basis of a private project to teach myself UE5 (first time in the editor since 2.11).
I am creating a visualisation of a spaceship landing near the apartments. It has Niagara Systems for its thrusters and also has emissive landing lights. I notice that I have to multiply the emissive factor by 1,000,000 in order for the emitters and materials to visibly glow in the sequence I am creating.
In the tute I followed to create the NS, the values are a lot lower (like 3.0)
Is there a specific setting in the levels (I am referring to _exterior here) that affects the apparent strength of emissive materials?
I also notice that the sclera of metahumans’ eyes get weird black artifacts as well - looks like the reflections are borked. Is this also related to the settings of the level(s)?
Thanks in advance for the assistance.
Whenever I try to open the project it says: DirectX 12 is not supported on your system. Try running without the -dx12 or -d3d12 command line argument. Any ideas?
Is 3080 12gb enough to work using this environment
I love this thank you! Can I use the materials and traffic generator in my free video game? Would I be able to migrate any of the buildings to my project? I would love to fly this space in the game Myoka: First Person View on Steam
Hi Hcotto, Nice looking game.
Hillsides project page it states:
" For educational use only - This content is only licensed for educational purposes, including self-education and use in academic settings."
Although I do wonder how much of that is due to just wanting to protect the “Habitat 67” IP / designs / entity.
Hello fellas! Can someone please explain me why when I open the first time the Hillside project it looks like this? How can I solve that “shining”? Because in the video tutorial it seems like when you open it for the first time those flashes shouldn’t appear (?)
PLEASE HELP!!!
Thank you in advance mates!
Hi Arturo, Welcome to the Forums.
Give disabling bloom a try.
If that works well, you can disable it permanently through the post-process actor inside of your scene.