[Mobile Lighting discussion]Change mobility at run time

I’m developing a game for Android mobiles.
I’m trying to get around lighting and textures issues which really bad and I’m really depressed after spending long long time to make it work !, Okey here’s my problem in details:

  • My game is an endless runner, instead of making the player moving I’m moving all the environment around.
  • The environment need to have good textures,and as you know there’s an existing problem with textures and dynamic lighting for mobile which force you to make all of your meshes to be static in order to get the proper lighting and showing the textures it self !, if you don’t so you’ll have a mesh with black texture !
  • I discovered a solution and it’s REALLY WEIRD ,you need to put any other static mesh below/inside or above your dynamic mesh, the distance should be near.
  • yea it worked ! but it seemed too WEIRD for me so I decided to think of something else instead of putting dummy things to solve the problem.
  • I was thinking of setting their mobility to static,then at run time changing it back to movable so I can move my environment !

Dude, same problem I need help!

Game Engines (UE4 included) are not designed to move the environment around.

Have you tried letting your player move through the world, and continually placing environment “tiles” in front of him as he runs to make it endless?

Here is a youtube tutorial:

Endless Runner: Spawning the Course | 02 | v4.7 Tutorial Series | Unreal Engine - YouTube

There are quite a few tutorials by searching for (ue4 endless runner)

ue4 endless environment - YouTube

If the player is running for a really really long time you may eventually want to “warp” him to the origin location (and setup an environment tile to make it look like he never moved at all), just so you don’t get floating point precision problems.

Dude, I found a work around, Just bake in the textures in blender and substance painter. When I did it it looked good in my game. But you will need to ajust the sun in substance painter on how you want it.