I have a world where there a lot of walls, when I destroy a wall I can see the background blue sky just for a sec, then the wall pops in.
Sure its a small settings fix but, I am pretty new to UE and can’t find it.
Thanks for any help.
here few pics:
Hello DDemon,
Would you mind showing me how you have your actors being destroyed within blueprints?
I need a bit more context as to what you are trying to achieve in order to help troubleshoot your issue. If you destroy an actor, whatever is being occluded (hidden) by that actor will now be visible.
Thank you,
Sure Its pretty simple I am using line trace for hit result then if the actor is block (minecraft style) it will be destroyed, here is a pic(sorry for the mess).
And what hidden behind that wall are more walls, but just for 1 second the sky can be seen.
Thank you for the screenshot.
- How you are spawning in these actors placed in your scene?
- Are they instanced static meshes spawned at runtime, or do you place them by hand?
Those walls were placed be hand.
To clarify, the issue is that the wall is spawning back into your view after you have destroyed it?
When you destroy an actor it is removed from the scene. Whatever was behind that actor will now be visible. I would expect this as it is normal behavior. I cannot reproduce this in my own example as there is more to your set up that I cannot see.
If you would like to provide me with a simple project where this issue occurs, you can zip the Content, Config, and .Uproject files and folders into a compressed zip folder and upload them to external file sharing application like DropBox or and private shareable google drive link.
Thanks,
Here you go, builded it from FirstPersonTemplate just run forward and rapidly click the left mouse button.
Ps: I lowered the settings to see if it will change something but nothing changed.
I downloaded the project and there was nothing inside of the folders. Did you use the ‘Zip up Project’ option within the File > Package Project menu inside the Editor? If not, you could try this method.
Be sure when you are zipping up your project you have saved all your work in the project, and close the editor before zipping the project.
Thanks,
Weird, here the project zip as you asked.
So I opened your project and you have a few things that need to be addressed. In regards to your issue with the block flickering and showing the skysphere, since you have scaled the Box mesh non-uniformly, the bounds of the object needs to be adjusted as well. We try and warn users about scaling things non-uniformly, as this can cause issues like the one you are experiencing.
Here is an example of the bounds I am referring to, using the ‘Bounds’ visualizer in the viewport.
Default Bounds Scale of 1.0
Bounds Scale of 3.0
A bounds scale of 3 seems to fix your issue. To edit this value, open your Block blueprint and click on the ‘MainMesh’ in your components list, and in the ‘Rendering’ section show the advanced options by clicking the dropdown arrow.
The next thing is you will want to delete all of the extra directional lights, atmospheric fog actors, and landscape actors. You have multiple of these in your scene, and it is severely impacting performance (especially your Directional Light actors). Typically, you only need one Directional Light Source and one atmospheric fog actor. As soon as you do this, you will see an increase in your scene performance.
If you have further questions let me know.
Thank you,
Thank you very much it worked, knew it was something small like that.
Little weird I am using a full mesh in my other project (not scaled at all), but it still fixed the problem I guess the engine works like that, anyway again thanks for all the help.