Dark lines over objects - Dynamic Lighting?

First of all, sorry if this is the wrong section, but i’m really not sure where this should go since I don’t know what it’s even tied to.

I have been trying to implement fully dynamic lighting which for the most part was successful, however after leaving the editor and returning to it the next day I have been experiencing this issue which is shown in this video, and the issue won’t go away. I’ve tried changing the post process, the lighting back to static, and even making a new scene but every attempt seems to not make the slightest difference. Am I missing something obvious?

The video I made to show what I mean: - YouTube

It only occurs in the one project I have and re installing the engine didn’t seem to fix the issue either.
I don’t really know what other information to give because i’m not entirely sure what the issue is even tied to, but any help or guidance would be immensely appreciated as this issue has been frustrating me for days

bump because still unresolved

Does this also happen in any of the example maps from the market place? Looks to me like something goes wrong with the cascaded shadow mapping. But if it happens in all maps, even Epic’s example, your graphics card might just be broken.

Hey LambChops -

When you said that you are trying to implement fully dynamic lighting are you referring to the Light Propagation Volume? This may be an issue which I need to see your project in order to effectively diagnosis the problem.

Thank You

Eric Ketchum

It’s only the one project that the problem was occurring in and the issue didn’t show in any of the example maps or projects. My graphics card doesn’t seem to be the issue as it is a new card I have only recently bought (gtx 770) and I’ve had no other issues with any other projects, so I’ve concluded that I’ve probably changed something I shouldn’t have.

Eric, I would gladly send my project for you to see, however it seems to have gone corrupt and is impossible to open now, due to me tweaking a characters physics asset in Phat, and it crashing without warning.

Is there a way to I guess ‘uncorrupt’ my project or load an earlier save before the Phat tweaks occurred?

By dynamic lighting, I meant disabling static lighting and making effectively, a “Day / Night cycle”. Before the project going corrupt, I tried switching it back to static lighting which didn’t seem to resolve the issue either.

Hey LambChops -

Let’s see if we can first get you back into your project. Go into your Project folder in Windows Explorer and into Content sub folder, try to find the *.uasset which corresponds to that PHaT asset and remove it from your project’s content directory. After doing that see if you can open you level. If not, then try removing the Character Asset in the same manner.

Thank You

Eric Ketchum

I removed the .uasset for the PHaT, but it stills crashes when trying to open the project. Here’s the crash log.

!Id:55f43c41a4cbf6c3599b3851c22c3cce

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: TheModel->Nodes.IsValidIndex( NodeIdx ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Engine\Private\ModelRender.cpp] [Line: 99]
Invalid Node Index, Idx:99, Num:9

KERNELBASE + 23544 bytes
UE4Editor_Core + 3095292 bytes
UE4Editor_Core + 1661738 bytes
UE4Editor_Core + 1541824 bytes
UE4Editor_Engine + 5124051 bytes
UE4Editor_Engine + 5314098 bytes
UE4Editor_CoreUObject + 899050 bytes
UE4Editor_Engine + 14259471 bytes
UE4Editor_CoreUObject + 899050 bytes
UE4Editor_CoreUObject + 1329894 bytes
UE4Editor_CoreUObject + 1400728 bytes
UE4Editor_UnrealEd + 2593508 bytes
UE4Editor_UnrealEd + 2540781 bytes
UE4Editor_UnrealEd + 2466449 bytes
UE4Editor_UnrealEd + 5632240 bytes
UE4Editor_UnrealEd + 2959412 bytes
UE4Editor_UnrealEd + 2958584 bytes
UE4Editor_UnrealEd + 5826192 bytes
UE4Editor_UnrealEd + 5628448 bytes
UE4Editor!GuardedMain() + 285 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launch.cpp:125]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey LambChops -

Did you also try to remove the asset that was connected to the PhAT Asset?

Thank You

Eric Ketchum

I just tried that now and it’s still crashing.
Could it be the config files?

Hey LampChops -

Typically no the Config files should not be causing a crash in and of themselves unless you have added a console variable. We can try also to delete the Derived Data Cache Folder from the project directory and see if you can open the project afterwards, it should take a while to open as the engine will have to do a small amount of recompiling.

Let me know and I will continue to research this issue -

Eric Ketchum

That didn’t do it either :frowning:
I’ll just start the project again and see what files I can copy over and what files i’ll need to remake, i’ll make more notice of what I change so if I experience this issue again i’ll be able to know what it is and post about it.

Thank you Eric for your time and effort in trying to help me solve this issue, I am grateful for the help, but I believe starting again will probably be better for time than trying to open this again.

Okay, the problem is back again with my brand new project, although it isn’t affecting the landscape this time.
I also haven’t played with any lighting settings or anything this time though…

As with last time it’s mostly noticeable from large distances, which is a huge hurtle for me as my project revolves around large distances and worlds.
I’ve also noticed that it affects some things in the editor such as the scaling tool (in the video it’s a bit hard to see, but it’s flickering and the lines are going over it), yet it’s not tied to just the editor, since I launched a standalone version of the project and the problem persists.

I’m totally lost with how to deal with this, and contrary to what I previously stated, I’ve no longer out ruled it being a problem with my PC.

Below is a packaged Development build, I’m not sure if it could help shed some light to what is happening… or maybe it will just show that my card isn’t working properly and the issue doesn’t happen to you.
https://www.mediafire.com/?3e31y9jh9cw9jp5

Hey Lambchops -

This seems to me that it is a different issue than your original one. Look at the tiling on your Landscape Material texture. I can see that the lines you are seeing follow the tiling of the texture. It might be your normal texture or the base color texture. Can you post a copy of the textures up here so I can see if I can reproduce the issue?

Thank You

Eric Ketchum

Hi Eric, the textures used are from the starter pack. Both the grass and bricks are defualt materials so I’m not sure that is the issue

Hey Lambchops -

What is the UV tiling settings on your Landscape?

Thank You

Eric Ketchum

I’m not sure what you mean by that…
I’ve just dragged the material M_Ground_Gravel onto the landscape material, and haven’t yet touched anything else regarding the terrain.

Hey Lambchops -

Open up the Material and connect a Texture Coordinate into the UV input of the Base Color and Normal Maps and set the UV tiling to 6 and 6 and see if the lines get worse or better?

Thank You

Eric Ketchum

I tried that and nothing changed at all, it doesn’t even change if I remove the material on the landscape. The original issue is back in its prime now. It seems the effect is amplified if cascaded shadows are set to large distances.

The landscape at extreme distances seems to fold in front of objects and the shadows do a similar issue.
Although I’m still no closer to solving this issue, should I send the whole project in an email? It’s a large file however, so I don’t want to do it if it’s unnecessary but if it will help find the cause of the issue I’ll gladly send it

Hey Lambchops -

Unfortunately I think we have reached that point, feel free to share a dropbox link and if you would like to keep it private just message me through the UE4 Forums.

Thanks and I will debug as soon as I get the project.

Eric Ketchum