STRs:

Start on one preview platform, everything saved and checked in

Change to another

21 items unsaved! It’s a different number every time too.
Seems to be random items - some meshes, some props, fog seems to get chosen a lot, but that might just be coincidence… All outliner items, never anything in the content drawer.
Why would anything in the outliner change as a result of changing your preview settings?
To add to this, it also means that depending on which engine quality settings you have when you publish you get radically different in game appearances on the different platforms. Is this intentional?
We’ve been using these settings to test the different platforms prior to publishing, however given this actually changes the output I’m not sure how we can have an effective workflow. Switching platforms and quality settings changes the output unpredictably.
We’ve been chasing this down for a while now. As it stands should Preview and Scalability settings be the same for everyone working across the project, and if so which ones do we pick (so we can be assured of reliable cross platform results) and how do we test as we go (without worrying about changing output on other platforms)?
Or is it a bug, and it should not matter - it ‘should’ only effect things in UEFN - published worked should be consistant?
Thanks
Mike
Hello! We are looking into this!
2 Likes
This is still an issue, and it’s unclear if saving will potentially bork up the project.
Should we keep on reverting these changes when switching modes causes this to happen?