Hi,
I’m having a problem with the details lighting buffer (view mode) not working correctly on a small test scene (New Project, third person blueprints) that I’m using to build my materials in. When I’m in ‘editor view’ All I’m getting is flat grey when using this buffer. I also only see flat grey when using the reflections buffer and solid black when using Lighting complexity buffer. The final and lit buffers look fine and are rendering reflections, surface detail, etc. The strange thing is that when I’m in ‘game view’ the all of buffers work fine, including the detailed lighting, reflections and lighting complexity.
There are only a couple of assets in the scene and I have not really changed to many project settings at this point. If I export my assets to a different project then all works fine. Any idea what might be causing this?
I have come across buffer visualization issues before and they were fixed by transferring my levels and assets into a new project. Obviously this is something that I can do at this early stage in development, but it’s not something that I want to do further down the line, so It would be great to understand that the issue is.
I have attached screen grabs of the detailed lighting buffer in both gave view and editor view to illustrate the problem. I’m currently using UE4 4.3.1
Many thanks,
Matt.
Can I ask what type of lighting setup do you have in your test level? Is it just a directional light? Are your lights set to Static, Stationary or Movable?
Can you open your project and in Enter Console Commands type “stat lightrendering” and “stat scenerendering” separately and without the quotation marks and upload a screenshot of the results.
Yes that is what I was referring to but you can also enter them in without PIE. So just setting in editor go to the upper right corner and enter it into the Enter Console Command text field. The same (or slightly different) information and formatting should appear but you should still be in the editor view.
I see, my mistake. I didn’t know that Console was there until now! glad that I do now though.
Anyway, as you can see I get some strange results. The Final Image buffer is also corrupt. In game mode all is well, but in editor view it almost gives me what appears to be an unlit result!
If you apply one of the included Materials from the Starter content into your level are you seeing the normals render? Could you post a screenshot side by side comparison?
Thank You I am trying to narrow down where the issue is stemming.
I have applied one of the starter materials to the further model and get the same results. this time I have attached the Final buffer visualization. Let me know if you want to see any other of the frame buffers?
Thanks
HI Eric, strangely, I think this issue could possibly have something to do with Mesh painting. I was trying out the shading network that you suggested to me on my other question thread about mesh painting: https://answers.unrealengine.com/questions/79471/vertex-paint-with-rgb-and-alpha.html
I was painting using the final image buffer, when I switched between game and edit mode, after looking through the individual R, G, B and A views in the paint tool. Now this frame buffer looks like the image above in both modes rather than only in the edit view. And thinking back on it, this problem has only arisen during the time that I have been trying to use mesh painting. Anyway, I thought that there might possibly be a connection and that you should be made aware of it.
Thanks,
Matt
Great catch. There is indeed a bug with the vertex painting and the detail lighting mode in editor. I have alerted our engineers to it and hopefully we will get a fix in soon, but I don’t currently have a time table for it.
To clarify, the bug is after painting anything with vertex colors, the detail lighting viewmode will no longer render normals.
Thank You and I will keep you informed as we work on a solution.
Thanks Eric, I believe that this may have been the cause of the strange behavior will all of the aforementioned buffers (detailed lighting, etc.)
Please do let me know when you have a fix for this.
Best wishes,
Matt
Just a little update on this.
I created a new project and started setting up a new mesh paint material. so far so good, all buffers working as expected.
Upon selecting to view the ‘RGB’ visualization on the mesh paint tool and then going back to ‘none’, my buffers were once again broken.
This bug affects the following frame buffers in Editor view:
Wireframe, Detailed lighting, Lighting only, Lighting Complexity, Final image, Separate translucency RGB, and ambient occlusion!
I hope that the dev team can fix this one, as it’s making mesh painting a pretty big problem.
Best wishes,
This issue is still currently assigned to an engineer and is being worked on. Unfortunately it is still currently backlogged. I have added the additional interest in getting it fix to the report.
This issue should not corrupt a project. Can you upload a copy of your corrupted project for testing? If you need to keep it private please feel free to message me on the forums.
Hi Eric, I too had to create a brand new project to get rid of this issue. It’s been a while, but I do not recall being able to solve the problem by simply creating a new map.